
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Embers of Rage 1.5.0Official 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:
Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Better Item Description 1.5.5This 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 NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: 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. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Psyshot |
Level / Exp | 29 / 24% |
Size | medium |
Lifes / Deaths | Killed by Nirn at level 29 on the 77th Haze 122nd year of Ascendancy at 08:25 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 64 (base 55) |
Dexterity | 21 (base 13) |
Constitution | 32 (base 10) |
Magic | 18 (base 10) |
Willpower | 56 (base 34) |
Cunning | 56 (base 37) |
Resources
Life | -234/753 |
Steam | 80/100 |
Equilibrium | 48 |
Psi | 171/171 |
Healing Factor | 1.4033663366336 |
Regeneration | 8.7710396039601 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 4 |
See Stealth | 39.71398951555 |
See Invisible | 33.71398951555 |
Offense: Mainhand
Damage | 58 |
Accuracy | 41 |
Crit Chance | 22% |
APR | 40 |
Speed | 1.00 |
Offense: Offhand
Damage | 69 |
Accuracy | 41 |
Crit Chance | 22% |
APR | 53 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 70 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Acid | +30% |
Blight | +15% |
Cold | +45% |
All | 0% |
Lightning | +31% |
Light | +12% |
Mind | +9% |
Darkness | +20% |
Fire | +40% |
Nature | +15% |
Offense: Damage Penetration
Cold | +15% |
Lightning | +15% |
Fire | +15% |
Acid | +10% |
Defense: Base
Armour (hardiness) | 41.08934837382 (81.030927835052%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 31 |
Physical Save | 40 |
Spell Save | 36 |
Mental Save | 55 |
Defense: Resistances
Nature | + 27%( 70%) |
Acid | + 27%( 70%) |
Lightning | + 63%( 70%) |
Cold | + 63%( 70%) |
Mind | + 41%( 70%) |
Arcane | + 51%( 70%) |
Fire | + 45%( 70%) |
All | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 68% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 130% efficiency and cooldown mod of 62%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 65%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Psytech gunnery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Embedded Restoration Systems |
talent | Molten Iron Blood |
talent | Automated Cloak Tessellation |
talent | Mechanical Arms |
talent | Psiblades |
talent | Gestalt |
talent | Antimagic Shield |
beneficial effect | Steampower increased by 20. Gestalt |
beneficial effect | You gain 33% resistance against arcane. Resolve |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the lost warrior from death by Nirn. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed giant spider spinneret. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed minotaur nose. * You've found the needed ice ant stinger. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +5 Fatigue +1% Crit.dmg- 15.00% Max.HP +80.00 HP.reg +1.90 Heal.mod +14% ---------- misc Talents +3 Rocket Boots A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Max.HP +46.00 ---------- misc Light +8 See.Stealth +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +2 Wil +2 Cun +5 Con dps ---------- Mind.crit +2% Mind.pwr +8 (+2 eff.) Dmg.mod +9% mind Acc +9 (+5 eff.) Melee Ret 8 light ----- def ----- Armour +4 Fatigue +4% ---------- misc Hate/m.crit +5.00 Light +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T4 hands armor [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Talents +3 Project Saw Frost Grab: Level 4.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 45.97 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Tool | ![]() 2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 24) Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+3 eff.) HP.reg +1.40 Stun/Frz- +28% Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 1.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 304 (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. |
In main hand | ![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. The set is complete. Power 10.0 - 11.0 Lightning Uses 69% Wil, 34% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * splashes acid on your target dealing 57 damage and reducing their armor While equipped: dps ---------- Mind.crit +9% Mind.pwr +31 (+8 eff.) Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Resists +25% lightning Mind.save +15 (+5 eff.) ---------- misc Max.psi +50.00 Talents +1 Psionic Maelstrom Masteries +0.25 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Around waist | ![]() |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. The set is complete. Power 14.0 - 15.4 Fire Uses 78% Wil, 43% Cun Mastery Psiblades Acc uses Wil Apr +53 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold On Hit: * splashes acid on your target dealing 61 damage and reducing their armor While equipped: dps ---------- Mind.crit +9% Mind.pwr +31 (+8 eff.) Dmg.mod +25% cold +25% fire Res.pen +15% cold +15% fire ----- def ----- Resists +25% cold +25% fire Spell.save +15 (+6 eff.) ---------- misc Psi/turn +2.00 Talents +1 Psionic Maelstrom Masteries +0.25 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+5 eff.) Resists +24% lightning Stun/Frz- +40% ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.4 Pwr.cost 20 out of 5/20. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Main armor | ![]() 17.0 T5 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Str +8 Dex +8 Mag +8 Wil +8 Cun +8 Con dps ---------- Dmg.mod +6% lightning Melee Ret 12 lightning 8 temporal On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +16 Defense +9 (+4 eff.) Fatigue +26% Resists +7% mind +25% cold Mind.save +25 (+7 eff.) Max.HP +74.00 HP.reg +2.50 Heal.mod +20% A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 103% efficiency and cooldown mod of 83%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 174% efficiency and cooldown mod of 76%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 91%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 50.44 nature damage per turn for 7 turns, and reducing the target's healing received by 47%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 469% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 199 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 16). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 31) for 5 turns. 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 ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 16). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 31) for 4 turns. 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 ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 374.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 110.50 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 20 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 262.86 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 49 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 321.36 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 50 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 240.76 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 50 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
![]() 0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 8. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 317.52 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 279.72 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1573% for 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. 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 ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 432 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 54 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 94 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 15) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any humanoid around. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 23) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any dragon around. 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 ability. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) Dmg.mod +6% acid +6% temporal +6% fire +6% cold +6% lightning Melee Ret 8 light 20 temporal On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% temporal Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +20% lightning Stun/Frz- +28% ---------- misc Masteries +0.20 Wild-gift/Harmony Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Str ----- def ----- Resists +15% light +12% darkness Blind- +32% Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Max.HP +48.00 HP.reg +0.90 Heal.mod +13% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +8 Resists +24% darkness Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +16% temporal ----- def ----- Resists +16% temporal Spell.save +8 (+4 eff.) Rings can have magical properties. |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 20.5 - 30.8 Blight Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 blight +12 arcane On Hit.r1 +4 blight +8 arcane On Hit: 10% Epidemic 2 On Hit: * 16% chance to disease While equipped: dps ---------- Dmg.mod +9% arcane On Hit (Melee): * 20% chance to disease ----- def ----- Resists +5% arcane Disease- +22% Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 63.0 - 94.5 Physical Uses 130% Str Acc+ +0.2% crit / acc Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() 3.0 T4 battleaxe 2H weapon [Ego] Arcane/Master Power 47.0 - 70.5 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +14 temporal While equipped: dps ---------- Acc +12 (+6 eff.) Melee Ret 10 temporal ----- def ----- Defense +12 (+6 eff.) Resists +10% temporal Disarm- +31% Massive two-handed battleaxes. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Psionic Power 35.0 - 45.5 Physical Uses 45% Str, 55% Dex Acc+ +0.5% APR / acc Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals physical damage equal to 3% of the target's missing health While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 5.0 T3 greatmaul 2H weapon [Normal] Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 51.5 - 82.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 blight On Hit: * 20% chance to disease While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +13 (+6 eff.) Disarm- +32% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego] Nature Power 47.5 - 76.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +21 insidious poison +14 temporal +10 nature Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Master/Psionic Power 47.0 - 75.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 mind On Hit: * 24% chance to cause random gloom While equipped: Stats +6 Cun +5 Wil Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +12 acid On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +15% acid Res.pen +10% physical ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 19 acid damage in a 4 radius ball. This damage will increase by 12% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 38.0 - 53.2 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +10 Crit +18.0% Atk.spd 100% Dmg.conv 50% fire While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire Fire Breath: Level 2.0 Pwr.cost 25 out of 25/25. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 264.36 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 T4 longsword 1H weapon [Ego] Arcane Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +9 light +12 cold Against +10% Undead Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Ego] Arcane/Psionic Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 light +5 darkness Against +8% Undead +6% Living Sharp, long, and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 45% Wil, 22% Cun Mastery Psiblades Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+4 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+7 eff.) ---------- misc Max.psi +20.00 Masteries +0.10 Psionic/Focus +0.20 Psionic/Absorption Resonance Field: Level 3.0 Pwr.cost 25 out of 25/25. Range melee/personal Travel.spd instantaneous Is a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (362 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 35% Wil, 50% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +8% physical +8% cold +8% fire ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Rage: Level 4.0 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 19 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 12.0 - 13.2 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- Phys.save +2 (+1 eff.) Heal.mod +16% Heal/summ +15 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 [Normal] Nature Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) 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. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 26 [Unique] Master Acc+ +0.1% dam / acc Atk.spd 143% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Steady Shot -1 Scatter Shot -2 A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 [Ego] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +10 lightning While equipped: dps ---------- Dmg.mod +11% lightning Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 sling 1H weapon Reqs Dex 35 [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% physical Res.pen +14% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+13 eff.) Dmg.mod +10% temporal +20% physical ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 58.32 physical (gravity) damage. Each target moved beyond the first increases the damage by 7.29 (up to a maximum of 29.16 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +4% Crit.mult +14.00% Spell.pwr +12 (+7 eff.) Dmg.mod +25% lightning On Hit (Melee): * 17% chance to blind ----- def ----- Defense +7 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 41.87 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +4% Crit.mult +13.00% Spell.pwr +12 (+7 eff.) Dmg.mod +25% cold On Hit (Melee): * 9% chance to blind ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 56.39 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +4% Crit.mult +13.00% Spell.pwr +12 (+7 eff.) Dmg.mod +25% fire On Hit (Melee): * 5% chance to blind ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 41.87 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T4 steamgun 1H weapon Reqs Dex 35 [Ego] Arcane/Nature/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +14 draining blight Uses 2.0 Steam While equipped: Stats +3 Con dps ---------- Dmg.mod +8% blight ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 24.5 - 36.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +48 Melee+ +8 fire Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% fire Res.pen +25% blight +9% physical Acc +8 (+4 eff.) Apr +8 ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +6% blight ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Unique] Steamtech Power 28.0 - 42.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +9.0% Atk.spd 100% Block +50 HP.leech +0% On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +8 (+4 eff.) Fatigue +9% ---------- misc Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
![]() 3.0 T3 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 18.5 - 27.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +46 Melee+ +8 nature +7 temporal On Crit: * cripple the target Uses 1.0 Steam While equipped: dps ---------- Phys.crit +5.0% Melee+ 7 cold Melee Ret 10 ice 8 arcane ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 33.0 - 49.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +66 Melee+ +9 acid On Crit: * splashes the target with acid Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +19% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 31.0 - 46.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +78 Uses 1.0 Steam While equipped: dps ---------- Melee+ 7 acid Melee Ret 21 acid ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +23% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Normal] Steamtech Power 19.0 - 28.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +51 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 28.0 - 42.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +77 On Hit.r1 +12 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +15% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 trident 2H weapon [Normal] Power 28.0 - 44.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 trident 2H weapon [Ego] Nature Power 27.5 - 44.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% Melee+ +12 nature +14 temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 trident 2H weapon [Ego] Arcane Power 27.5 - 44.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +23 Crit +2.5% Atk.spd 100% Phasing +30% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 waraxe 1H weapon [Ego] Arcane/Master Power 39.0 - 54.6 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +12 acid On Crit: * splashes the target with acid One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego] Arcane Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +12 Crit +6.5% Atk.spd 100% Phasing +20% Melee+ +8 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego] Disrupt/Master Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +8 (+4 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +10% acid +15% fire +11% cold +8% lightning Spell.save +9 (+4 eff.) Disarm- +29% One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego] Disrupt/Master Power 38.0 - 53.2 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 14 arcane resource burn One-handed war axes. |
![]() 1.0 T3 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +6 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) Mind.save +7 (+2 eff.) Stealth +7 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T4 cloth armor [Random Unique] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +13% lightning +11% nature +14% acid Melee Ret 20 nature On Hit (Melee): * 10% chance to disease ----- def ----- Defense +3 (+1 eff.) Resists +19% lightning +3% nature +21% acid Poison- +21% Disease- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +2 (+1 eff.) Dmg.mod +13% blight ----- def ----- Defense +3 (+1 eff.) Resists +13% blight Mind.save +19 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +13% light ----- def ----- Defense +3 (+1 eff.) Resists +19% light Mind.save +20 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+3 eff.) Dmg.mod +12% mind ----- def ----- Defense +3 (+1 eff.) Resists +12% mind Spell.save +21 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A pair of boots made of leather. |
![]() 1.5 T3 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+3 eff.) Melee+ 7 fire Dmg.mod +5% fire ----- def ----- Armour +2 Resists +7% fire Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Ego] Psionic While equipped: dps ---------- Melee+ 8 mind Dmg.mod +5% mind ----- def ----- Armour +2 Resists +6% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 8 light Dmg.mod +3% light ----- def ----- Armour +2 Resists +8% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +4% arcane Acc +7 (+4 eff.) ----- def ----- Armour +2 Phys.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +25% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +12% fire Res.pen +15% mind Melee Ret 4 fire ----- def ----- Defense +2 (+1 eff.) Resists +13% fire +15% mind +8% cold A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +6% temporal ---------- misc Stam/ret +1.60 Equi/ret +1.50 A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +4 Fatigue +4% Resists +10% cold +7% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +3% Resists +5% cold +7% fire A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +5 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Fatigue +3% Resists +11% cold ---------- misc Infravis +2 Breathe water A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+3 eff.) Dmg.mod +10% cold ----- def ----- Defense +2 (+1 eff.) Resists +15% cold ---------- misc Mana/turn +0.16 A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Phys.save +13 (+4 eff.) ---------- misc Stam/ret +1.00 Equi/ret +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T4 heavy armor [Ego] Master/Psionic While equipped: ----- def ----- Armour +16 Defense +4 (+2 eff.) Fatigue +16% Resists +6% mind Mind.save +16 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +16% Resists +22% acid A suit of armour made of mail. |
![]() 9.0 T4 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +16% blight +24% cold +14% nature A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +14% blight +21% fire +10% nature A suit of armour made of leather. |
![]() 9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +10% light +12% darkness +7% mind Mind.save +13 (+4 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +23% fire +16% light +11% darkness A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +16% lightning +13% light +13% darkness A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +17% lightning HP.reg +2.80 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +15% lightning HP.reg +3.60 ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +6% physical Phys.save +10 (+3 eff.) A suit of armour made of leather. |
![]() 17.0 T2 massive armor [Random Unique] Nature/Master While equipped: Stats +5 Str ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +19% lightning +5% physical +17% darkness Phys.save +20 (+7 eff.) Max.HP +24.00 Poison- +10% Disarm- +5% Pinning- +5% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Random Unique] Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +3% nature +3% mind Res.pen +20% nature Melee Ret 4 nature ----- def ----- Armour +25 Defense +7 (+3 eff.) Fatigue +15% Resists +6% mind Phys.save +20 (+7 eff.) Max.HP +50.00 A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +13 Defense +7 (+3 eff.) Fatigue +26% Resists +10% blight +19% cold +14% nature A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +6% physical Phys.save +13 (+4 eff.) A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 13 physical ----- def ----- Armour +13 Defense +7 (+3 eff.) Fatigue +26% Resists +23% cold A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 14 physical ----- def ----- Armour +13 Defense +7 (+3 eff.) Fatigue +26% Resists +21% temporal A suit of armour made of metal plates. |
![]() 7.0 T4 shield armor [Unique] Master While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+7 eff.) Rng.Def +14 (+7 eff.) Fatigue +19% Resists +25% blight HP.reg +5.00 ---------- misc Talents +5 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 T3 shield armor [Normal] While equipped: ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor [Normal] While equipped: ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +15% fire ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Normal] Power 30.5 - 42.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 19 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Normal] Power 33.0 - 46.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 18 Arrows are used with bows to pierce your foes to death. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) 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 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +8 Str +4 Dex ----- def ----- Fatigue -12% Resists +9% lightning Spell.save +6 (+3 eff.) Mind.save +20 (+6 eff.) Cut- +10% Stun/Frz- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +1 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. |
![]() 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 See.Stealth +0 Call light (113 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +8 (+3 eff.) Max.HP +48.00 Heal.mod +16% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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 [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 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. |
![]() 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. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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. |
powerful frost salve [power 23] powerful frost salve [power 23]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 62% cooldown modifier. Remove 2 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 311] powerful healing salve [power 311]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 62% cooldown modifier. Heal 311 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 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. |
![]() 3.0 T4 shot ammo Reqs Dex 28 [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
![]() 3.0 T4 shot ammo Reqs Dex 24 [Unique] Nature/Steamtech Power 22.0 - 26.4 Nature Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego] Master Power 54.5 - 65.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +10 Apr +5 Crit +5.5% Capacity 21 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 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 [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 43 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 168 to 337 Puts all charms on 10 cooldown 100% to regenerate 6 positive energy. 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: 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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 Nirn the Cornac Psyshot level 14
20th Dusk 122nd year of Ascendancy at 13:16 see stats
By Nirn the Cornac Psyshot level 20
26th Haze 122nd year of Ascendancy at 03:51 see stats
By Nirn the Cornac Psyshot level 21
28th Haze 122nd year of Ascendancy at 20:54 see stats
By Nirn the Cornac Psyshot level 10
1st Flare 122nd year of Ascendancy at 02:33 see stats
By Nirn the Cornac Psyshot level 20
26th Haze 122nd year of Ascendancy at 01:08 see stats
By Nirn the Cornac Psyshot level 17
45th Dusk 122nd year of Ascendancy at 18:48 see stats
By Nirn the Cornac Psyshot level 19
25th Haze 122nd year of Ascendancy at 16:18 see stats
By Nirn the Cornac Psyshot level 7
79th Pyre 122nd year of Ascendancy at 23:53 see stats
By Nirn the Cornac Psyshot level 9
8th Mirth 122nd year of Ascendancy at 03:53 see stats
By Nirn the Cornac Psyshot level 18
4th Haze 122nd year of Ascendancy at 15:15 see stats
Log
Nirn activates Vaporous Step.
Nirn deactivates Vaporous Step.
Blinkwyrm shrugs off the effect 'Wet'!
Blinkwyrm teleports some damage to Nirn!
Nirn hits Blinkwyrm for (92 teleported), 0 fire (0 total damage).
Nirn hits Nirn for 92 teleported damage.
Nirn receives 249 healing.
Blinkwyrm stops bleeding.
Blinkwyrm stops surging mana.
Blinkwyrm receives 83 healing from Temporal Restoration Field.
Blinkwyrm uses Thermal Leech.
Nirn's mind surges with critical power!
Nirn is invigorated by the attack!
Nirn shrugs off the effect 'Frozen'!
Nirn hits Blinkwyrm for 0 arcane damage.
Blinkwyrm hits Nirn for (25 antimagic), 0 cold (0 total damage).
Blinkwyrm's arcane area effect hits Blinkwyrm for 0 arcane damage.
Blinkwyrm is no longer seared.
Blinkwyrm receives 83 healing from Temporal Restoration Field.
Blinkwyrm's arcane area effect hits Blinkwyrm for 0 arcane damage.
Blinkwyrm casts Manathrust.
Nirn is invigorated by the attack!
Nirn hits Blinkwyrm for 0 arcane damage.
Blinkwyrm hits Nirn for (43 antimagic), (35 resist armour), 177 arcane (177 total damage).
Nirn uses Condensate.
Nirn's mind surges with critical power!
Saving game...