











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.6.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select your Escorts 1.6.0Allows 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. Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Embers of Rage 1.6.0Official 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:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Better Item Description 1.6.6This 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 Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Escort Rescheduling 1.6.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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. Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 41 / 38% |
Size | medium |
Lifes / Deaths | Killed by corrupted thief at level 23 on the 80th Haze 122nd year of Ascendancy at 01:27 1 / 6Killed by Vorewe the dire wolf at level 26 on the 7th Allure 123rd year of Ascendancy at 04:25 Killed by Vorunor the skeleton warrior at level 28 on the 15th Regrowth 123rd year of Ascendancy at 04:01 Killed by aether beam at level 32 on the 29th Regrowth 123rd year of Ascendancy at 02:25 Killed by Glorassra the scourge drake hatchling at level 39 on the 66th Pyre 123rd year of Ascendancy at 03:35 Killed by Roene's Temporal Clone's temporal clone at level 41 on the 56th Dusk 123rd year of Ascendancy at 01:10 |
Primary Stats
Strength | 86 (base 60) |
Dexterity | 71 (base 43) |
Constitution | 47 (base 10) |
Magic | 83 (base 60) |
Willpower | 54 (base 12) |
Cunning | 36 (base 10) |
Resources
Life | 1647/1647 |
Mana | 505/505 |
Paradox | 250 |
Steam | 100/100 |
Healing Factor | 1.5457603686636 |
Regeneration | 25.118605990784 |
Speed
Mental | +15.358255965726% |
Attack | +15.358255965726% |
Movement | -66.666666666665% |
Spell | +15.358255965726% |
Global | +100% |
Vision
Sight | 12 |
Lite | 13 |
Infravision | 13 |
See Stealth | 42.676655967924 |
See Invisible | 42.676655967924 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 223 |
Accuracy | 66 |
Crit Chance | 21% |
APR | 39 |
Speed | 0.87 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 26% |
Speed | 0.86686470043125 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 28% |
Speed | 0.86686470043125 |
Offense: Damage Bonus
Physical | +21% |
Cold | +38% |
All | 0% |
Offense: Damage Penetration
Arcane | +25% |
Cold | +40% |
All | 0% |
Defense: Base
Armour (hardiness) | 59.292304923968 (86.818181818182%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 31 |
Physical Save | 57 |
Spell Save | 40 |
Mental Save | 42 |
Defense: Resistances
Acid | + 56%( 70%) |
Blight | + 49%( 70%) |
Arcane | + 29%( 70%) |
Mind | + 36%( 70%) |
All | + 25%( 70%) |
Lightning | + 70%( 70%) |
Temporal | + 38%( 70%) |
Fire | + 45%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 45% |
Disarm Resistance | 100% |
Confusion Resistance | 30% |
Knockback Resistance | 25% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
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 186% efficiency and cooldown mod of 52%. Its effects scale with your Magic 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 55%. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Temporal Hounds |
talent | Premonition |
talent | Contingency |
talent | Weapon Folding |
beneficial effect | Increases attack, spell, and mind speed by 15%. 1 Time Dilation |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 |
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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You 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 |
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 T3 feet armor [Rare] Master While equipped: Stats +11 Lck +6 Dex dps ---------- Res.pen +15% cold ----- def ----- Armour +3 Resists +15% mind Phys.save +24 (+7 eff.) Stealth +11 Die.at -60.00 life Max.HP +100.00 Heal.mod +15% Pinning- +25% Knockbk- +25% Teleport- +100% A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 arrow ammo [Random Unique] Master/Psionic Power 64.5 - 90.3 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 20 Ranged+ +8 blight +26 physical +15 darkness Against +17% Living On Hit.r1 +20 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 26 * 20% chance to knock the target back 3 spaces and deal 166 physical damage Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Master/Psionic While equipped: dps ---------- Phys.crit +1.0% Mind.crit +12% Mind.pwr +11 (+3 eff.) On Melee Ret: * 33% chance to reduce strength, dexterity, and constitution by 26 * 37% chance to reduce damage dealt by 22% ----- def ----- Resists +6% acid Spell.save +3 (+1 eff.) Mind.save +8 (+2 eff.) Max.HP +100.00 Teleport- +10% ---------- misc Max.stam +30.00 Light +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +0 Cun +5 Con dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +0 (+0 eff.) Blind- +50% ---------- misc Light +0 Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A Helmet. But with steam power! |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +24% Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +21% physical ----- def ----- Resists +15% acid +6% fire +9% temporal Phys.save +9 (+3 eff.) Max.HP +111.00 HP.reg +10.00 Heal.mod +14% Confus- +20% Pinning- +20% Rings can have magical properties. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +8 Mag +8 Wil +5 Cun +8 Lck dps ---------- Spell.crit +6% Res.pen +25% arcane ----- def ----- Resists +5% arcane Anom.red +15 Stealth +12 Max.HP +86.00 ---------- misc T.Disarm +18 Mana/turn +0.12 Max.mana +65.00 Max.stam +43.00 Max.hate +16.00 Max.psi +27.00 Max.vim +26.00 Max.P.En +30.00 Max.N.En +32.00 Infravis +6 A belt that goes around your waist. |
In main hand | ![]() 4.0 T4 longbow 2H weapon [Random Unique] Arcane/Nature Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +8 temporal +17 cold On Hit: 20% Netherblast 4 On Hit: * splashes acid on your target dealing 30 damage and reducing their armor While equipped: Stats +8 Str +14 Dex +11 Mag +25 Wil +21 Cun +23 Con dps ---------- Dmg.mod +26% cold ----- def ----- Max.HP +96.00 ---------- misc Hate/m.crit +2.00 Max.hate +10.00 On Spell Hit: 20% Netherblast 4 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T4 hands armor [Random Unique] Master While equipped: Stats +8 Str +4 Wil +5 Con dps ---------- Phys.pwr +13 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +12% blight +9% temporal Phys.save +22 (+6 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+2 eff.) HP.reg +4.00 Disarm- +162% ---------- misc Talents +3 Iron Grip Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +28 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Crit.dmg- 35.00% Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 26.42 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +12% cold Res.pen +25% cold Apr +2 ----- def ----- Defense +38 (+10 eff.) Resists +30% lightning Phys.save +7 (+2 eff.) Die.at -80.00 life Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +16.00% Acc +7 (+2 eff.) Apr +16 ----- def ----- Resists +14% lightning Stun/Frz- +34% Amulets can have magical properties. |
Inventory
![]() 0.1 T3 infusion scroll [Plot Item] 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: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 63.57 physical damage and 105.07 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 470% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 463% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 560% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] 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 heal yourself for 323 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 71 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 82.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 158.70 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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 direct a cone of chilling stormwind doing 393.58 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity 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 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 106 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 Dexterity 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 113 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 325 damage for 5 turns. 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 [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 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 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 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +2 Con dps ---------- Acc +5 (+2 eff.) Apr +2 Melee Ret 2 cold ----- def ----- Armour +2 ---------- misc Stam/turn +3.00 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ---------- misc Mana/turn +0.10 Max.mana +20.00 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 316 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+11 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +5 Cun +7 Con dps ---------- Mov.spd +10% Dmg.mod +9% lightning +3% darkness Res.pen +15% lightning +5% darkness ----- def ----- Fatigue -6% Resists +15% temporal +16% light +13% darkness HP.reg +2.00 Blind- +27% Pinning- +20% Knockbk- +33% ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 6 light 8 darkness Dmg.mod +7% light +6% darkness On Melee Ret: * 7% chance to reduce damage dealt by 22% * 7% chance to blind ----- def ----- Resists +12% lightning Stun/Frz- +23% Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +7 Dex +2 Mag +7 Wil dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +7% darkness +6% temporal +7% light +6% physical Res.pen +10% temporal Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Resists +12% nature ---------- misc Masteries +0.34 Chronomancy/Temporal Hounds Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) HP.reg +2.00 Stun/Frz- +20% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +4 Resists +22% lightning Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +11% physical ----- def ----- Defense +8 (+2 eff.) Resists +11% physical Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Dmg.mod +9% light +6% acid ----- def ----- Resists +9% light Mind.save +9 (+3 eff.) Max.HP +40.00 HP.reg +10.00 Heal.mod +10% Blind- +26% Confus- +28% ---------- misc Infravis +5 See.Stealth +13 See.Invis +9 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +23% nature ----- def ----- Resists +3% light +46% nature +5% arcane Spell.save +3 (+1 eff.) Die.at -80.00 life Pinning- +20% Rings can have magical properties. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 64.0 - 96.0 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +14 fire On Hit: * 10% chance to slow global speed by 53% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +13% all Acc +19 (+5 eff.) Apr +20 ----- def ----- Armour +6 Defense +10 (+3 eff.) Resists +9% acid +1% physical Disease- +20% Massive two-handed mauls. |
![]() 3.0 T2 longsword 1H weapon [Rare] Nature Power 15.0 - 21.0 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 53% While equipped: Stats +8 Con +7 Wil dps ---------- Phys.crit +6.0% Phys.pwr +30 (+6 eff.) Res.pen +25% nature ----- def ----- Defense +10 (+3 eff.) Max.HP +34.00 ---------- misc Stam/turn +3.00 Max.stam +30.00 Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Arcane Power 40.5 - 56.7 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +24 Crit +5.0% Atk.spd 100% Phasing +14% Melee+ +8 blight On Hit: 20% Epidemic 5 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 26 While equipped: ----- def ----- Disease- +21% Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 11.5 - 17.3 Phys.bleed Uses 150% Mag Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +2.0% Atk.spd 100% Block +24 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Mind.pwr +25 (+8 eff.) Dmg.mod +12% fire Res.pen +15% mind ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +12% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/ret +0.28 Talents +1 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! |
![]() 4.0 T3 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Atk.spd 111% Range +9 While equipped: Stats +5 Dex +4 Mag dps ---------- Ranged+ 15 temporal Dmg.mod +10% temporal ----- def ----- HP.reg +2.00 ---------- misc Masteries +0.10 Chronomancy/Bow Threading Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
![]() 4.0 T4 longbow 2H weapon [Random Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +20 lightning +18 acid On Hit.r1 +8 mind On Crit.r2 +4 darkness On Hit: * 20% chance to reduce damage dealt by 22% While equipped: dps ---------- Dmg.mod +20% lightning +30% temporal +20% acid +18% physical Res.pen +12% physical +10% darkness +14% temporal On Hit (Ranged): * 10% chance to reduce damage dealt by 22% ----- def ----- Resists +3% darkness ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon [Ego+] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +23 cold While equipped: dps ---------- Dmg.mod +23% cold +18% temporal +17% physical Res.pen +14% physical +9% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 arrow ammo [Normal] Power 14.5 - 20.3 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 21 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 3.0 T2 arrow ammo [Random Unique] Arcane/Master Power 27.5 - 38.5 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 15 Ranged+ +12 mind +12 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 89 damage On Crit: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 * Wound the target dealing 318 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Random Unique] Arcane Power 22.5 - 31.5 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 22 Ranged+ +8 mind +20 blight On Hit.r1 +20 fire On Crit: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 While equipped: Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T5 shield armor [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Melee Ret: * 22% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Fatigue +8% Resists +16% blight +14% temporal +14% nature Max.HP +53.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 14.0 T5 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Max.HP +52.00 HP.reg +9.20 Heal.mod +17% ---------- misc Stam/turn +2.30 A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Str +5 Con dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +7% physical Res.pen +7% physical Acc +20 (+5 eff.) ----- def ----- Defense +25 (+6 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +8 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Phys.pwr +7 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +3% physical Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Wil +1 Con ----- def ----- Defense +1 (+0 eff.) Resists +0% lightning Stun/Frz- +0% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +2.00 Max.vim +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold Spell.save +5 (+2 eff.) Mind.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Dex +2 Mag +3 Cun dps ---------- Acc +7 (+2 eff.) Apr +5 Melee Ret 4 mind ----- def ----- Defense +2 (+1 eff.) Resists +9% blight +12% lightning Mind.save +12 (+4 eff.) Die.at -40.00 life Max.HP +20.00 Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +3 Con ----- def ----- Defense +2 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Crit.mult +5.00% Dmg.mod +6% physical Res.pen +10% physical ----- def ----- Armour +1 Resists +6% lightning +5% temporal +9% cold A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% darkness +3% mind Res.pen +15% darkness +5% mind ----- def ----- Armour +1 Resists +5% arcane +6% darkness Silence- +22% Confus- +20% Stun/Frz- +22% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Crit.dmg- 10.00% Phys.save +0 (+0 eff.) Die.at -80.00 life HP.reg +4.00 Pinning- +0% Knockbk- +10% Teleport- +0% ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+1 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." |
![]() 3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 10% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (41 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (72 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 physical Dmg.mod +4% physical Acc +10 (+3 eff.) ----- def ----- Armour +6 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. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +15.0% Spell.crit +20% Mind.crit +12% Crit.mult +11.00% Spell.pwr +8 (+3 eff.) ----- def ----- Armour +3 ---------- misc Mana/turn +0.22 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. |
![]() 1.5 T2 hands armor [Rare] Master While equipped: dps ---------- Phys.crit +11.0% Spell.crit +5% Mind.crit +9% Crit.mult +9.00% Dmg.mod +12% light Melee Ret 4 light 6 mind ----- def ----- Armour +2 Fatigue +3% ---------- misc Light +2 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. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 3.0 T1 head armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning +6% fire +9% darkness +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Rare] Master While equipped: dps ---------- Res.pen +15% cold ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +5% Resists +3% darkness +6% fire +6% light +6% cold HP.reg +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 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 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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. |
![]() 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. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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 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 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +5% lightning Melee Ret 4 darkness ----- def ----- Resists +3% darkness ---------- misc Light +5 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] Master While equipped: Stats +1 Cun +5 Str dps ---------- Phys.crit +1.0% Phys.pwr +5 (+1 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +4 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +6% physical ----- def ----- Phys.save +6 (+2 eff.) Die.at -80.00 life Heal.mod +11% ---------- 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 [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 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. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +12% light +24% darkness ----- def ----- Armour +8 Resists +15% darkness Phys.save +9 (+3 eff.) Die.at -40.00 life Max.HP +61.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -12% ---------- misc Max.enc +30 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+3 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +6 Crit.dmg- 21.00% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +8 Crit.dmg- 28.00% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun ----- def ----- Mind.save +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +25 (+7 eff.) ---------- misc Light +7 Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 27] powerful frost salve [power 27]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 186% efficiency and 52% cooldown modifier. Remove 2 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 370] powerful healing salve [power 370]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 186% efficiency and 52% cooldown modifier. Heal 370 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 320] powerful pain suppressor salve [power 320]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 186% efficiency and 52% cooldown modifier. Let you fight up to -320 life and reduces all damage by 17% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 27] powerful water salve [power 27]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 186% efficiency and 52% cooldown modifier. Remove 2 mental effects and grants a water aura (27% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great fiery salve [power 31] great fiery salve [power 31]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 186% efficiency and 52% cooldown modifier. Remove 2 magical effects and grants a fiery aura (31% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great frost salve [power 31] great frost salve [power 31]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 186% efficiency and 52% cooldown modifier. Remove 2 physical effects and grants a frost aura (31% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 441] great healing salve [power 441]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 186% efficiency and 52% cooldown modifier. Heal 441 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +9% nature ----- def ----- Resists +6% darkness +6% fire Crit.dmg- 5.00% Mind.save +6 (+2 eff.) ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+1 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 133% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 466.00 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% lightning On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Defense +15 (+4 eff.) Phys.save +12 (+4 eff.) Spell.save +18 (+6 eff.) Max.HP +100.00 Def/telep +15 Res/telep +15% Dur/telep +15% Setup a psionic shield, reducing all damage taken by 93 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Roene the Cornac Temporal Warden level 28
2nd Regrowth 123rd year of Ascendancy at 05:12 see stats
By Roene the Cornac Temporal Warden level 10
3rd Summertide 122nd year of Ascendancy at 01:16 see stats
By Roene the Cornac Temporal Warden level 34
68th Regrowth 123rd year of Ascendancy at 05:36 see stats
By Roene the Cornac Temporal Warden level 29
22nd Regrowth 123rd year of Ascendancy at 16:26 see stats
By Roene the Cornac Temporal Warden level 23
3rd Decay 122nd year of Ascendancy at 21:19 see stats
By Roene the Cornac Temporal Warden level 34
68th Regrowth 123rd year of Ascendancy at 12:09 see stats
By Roene the Cornac Temporal Warden level 36
11st Pyre 123rd year of Ascendancy at 15:38 see stats
By Roene the Cornac Temporal Warden level 31
25th Regrowth 123rd year of Ascendancy at 18:15 see stats
By Roene the Cornac Temporal Warden level 10
4th Mirth 122nd year of Ascendancy at 19:00 see stats
By Roene the Cornac Temporal Warden level 20
63rd Haze 122nd year of Ascendancy at 11:11 see stats
By Roene the Cornac Temporal Warden level 30
23rd Regrowth 123rd year of Ascendancy at 14:52 see stats
By Roene the Cornac Temporal Warden level 40
78th Pyre 123rd year of Ascendancy at 15:56 see stats
By Roene the Cornac Temporal Warden level 23
80th Haze 122nd year of Ascendancy at 13:52 see stats
By Roene the Cornac Temporal Warden level 34
67th Regrowth 123rd year of Ascendancy at 23:58 see stats
By Roene the Cornac Temporal Warden level 20
63rd Haze 122nd year of Ascendancy at 11:34 see stats
By Roene the Cornac Temporal Warden level 10
5th Mirth 122nd year of Ascendancy at 15:44 see stats
By Roene the Cornac Temporal Warden level 33
39th Regrowth 123rd year of Ascendancy at 09:15 see stats
By Roene the Cornac Temporal Warden level 34
65th Regrowth 123rd year of Ascendancy at 03:51 see stats
By Roene the Cornac Temporal Warden level 33
38th Regrowth 123rd year of Ascendancy at 20:26 see stats
By Roene the Cornac Temporal Warden level 23
80th Haze 122nd year of Ascendancy at 13:52 see stats
By Roene the Cornac Temporal Warden level 16
41st Haze 122nd year of Ascendancy at 22:41 see stats
By Roene the Cornac Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 09:56 see stats
Log
Premonition is still on cooldown for 18 turns.
Premonition is still on cooldown for 17 turns.
Premonition is still on cooldown for 16 turns.
Premonition is still on cooldown for 15 turns.
Premonition is still on cooldown for 14 turns.
Premonition is still on cooldown for 13 turns.
Premonition is still on cooldown for 12 turns.
Talent Contingency is ready to use.
Premonition is still on cooldown for 11 turns.
Premonition is still on cooldown for 10 turns.
Premonition is still on cooldown for 9 turns.
Premonition is still on cooldown for 8 turns.
Premonition is still on cooldown for 7 turns.
Premonition is still on cooldown for 6 turns.
Premonition is still on cooldown for 5 turns.
Premonition is still on cooldown for 4 turns.
Premonition is still on cooldown for 3 turns.
Premonition is still on cooldown for 2 turns.
Premonition is still on cooldown for 1 turns.
Talent Premonition is ready to use.
Roene activates Premonition.
Rested for 62 turns (stop reason: all resources and life at maximum).
Roene activates Contingency.
Saving done.
Roene deactivates Contingency.
Roene deactivates Premonition.
Roene deactivates Weapon Folding.
Roene deactivates Temporal Hounds.