










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Slightly More Masterful of Disasters 1.7.0Modifies the Master of Disasters prodigy from the Embers of Rage DLC (required) to increase accuracy by the same (unscaled) amount as it increases physical/spell/mind/steam power. Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Tinker Gem Flexibility 1.7.0Modifies certain tinker recipes from the Embers of Rage DLC (required) to require a different gem type as ingredient for different tinker tiers, rather than requiring the same gem type for all tiers. Affected recipes:
Frequently Asked Questions: Race: Wrathwrought 1.7.4Adds wrathwrought as a new subrace. They are psionic focused humans. Stat modifiers: +2 Strength, +1 Dexterity, +0 Constitution, +0 Magic, +4 Willpower, and +3 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: Unstoppable Wrath - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Buy Survival category in Last Hope 1.7.4Lets you buy Cunning/Survival at the weapon shops in Last Hope. Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Nur Kit 1.7.0Makes water-breathing equipment reliably available from various locations:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Dance of the Edge 1.7.4Introduces the Blade Dancer, a dual-wielding Warrior subclass whose style revolves around shifting between different forms ("dances") in order to prevail in any combat situation. Each dance is quite powerful, becoming more so with more Talent Point investment, but only a limited number of dances can be active at once. The Blade Dancer's key trait is flexibility. There are myriad ways to build this character, all of them with great potential for entertaining gameplay. Class Features:Eight New Talent Trees - Five core dances: Dance of the Moons, Storm, Torrent, Mountain, and Leaf. Each dance improves aspects of your character, as well as granting access to powerful techniques while active. Spread your talent points across multiple dances, or focus on just one or two. Other Talent trees allow you to improve your dances or even mesh them together into deadly combinations. Unique starting Area - Human, Elf, Halfling, and Dwarf Blade Dancers will start in a new, unique starting area, with a couple of novel critters and a new boss at the end. Class-Specific Quest - Upon finishing their starting area, Human, Elf, Halfling, and Dwarf Blade Dancers will gain access to a class-specific sidequest that runs parallel to the main game. Completing this quest grants access to a nice peice of equipment. Auto-Scumming - Many of the dances raise your core stats while active. To keep the player from constantly ducking in and out of menus, stat requirements for gear and talent-learning will automatically adjust to accomodate those dances that are learned, but currently inactive. Other Addon Features:New Bosses - Not every Blade Dancer is a hero. A handful of renegades roam Maj'Eyal, looking to ruin someone's day... New Boss Artifacts - ...at least those renegade Blade Dancers carry some decent gear with them. Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: 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. Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Fix demon seed savefile issue 1.7.6Fix some save file issues: demon seeds/ object talent data/ stacks of gems/... ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Demonologist: ReSeeded ReAnimated 1.7.6Updated the legendary Mr Frog's Demonologist: ReSeeded addon to work on newer versions, merged the Demon Seeds Plus addon by Erenion and all Demon Seeds are now able to be levelled infinitely. I also added some small changes for myself - killing enemies will now heal and resurrect both equipped seeds and seeds in inventory, prioritising equipped ones. The last talent in Demonic Pact will, in addition to Mr Frog's changes, also summon a demon on entering combat, just like in the vanilla version of the game. Original Demon Seeds Plus addon description: Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). Original Demonologist: ReSeeded addon description: A full redesign of the Demonologist class, featuring rewritten flavour text, enhanced QoL, some enhanced visuals, and many, many balance and design changes to talents intended to reduce tedium and enhance gameplay diversity while holding true to Demonologist's core gameplay as a heavily-armored melee/caster hybrid. Features include: An entirely new talent tree: Bloodbinding, replacing Combat Techniques and Combat Veteran. Lay down hexing circles to strip foes' strength and restore your stamina, and go for their throats with a deadly gap closer that strikes without fail! No more tedious sustain management: Osmosis Shield, Rain of Fire, and similar talents have all been reworked so that they only drain your Vim when they directly take effect, preserving their functionality while removing the need to manually toggle them off and on to conserve your limited reserves of Vim! Enhanced demon seed management: Demon seeds are now automatically replaced when you acquire a new seed of the same type but greater level, and cleaning all the outdated seeds from your inventory is as quick and easy as pushing a button! Seed descriptions are now more verbose, giving a short explanation of what equipped talents actually do! Rebalanced and redesigned talents: Every single one of Demonologist's unique trees and talents has been given a revamp to improve midfight utility, reduce tedious prebuffing, streamline awkward mechanics, focus their damage output, and provide more sensible scaling that rewards investment in specific aspects of the class! Poor talents have been buffed, broken talents fixed, and centralisation has been moved away from just a few extremely strong skills to a wide array of potential build options, all while preserving the class's core ethos as a spellslinging melee fighter that refuses to die no matter how much punishment it takes! Massively redesigned demon seeds: Ring seed effects are much more diverse, and all other seeds have been rebalanced as well, with improved or all-new effects on the vast majority of seeds. Demon seed talents have been given the same balance and design pass as those of the core class, giving enhanced functionality while maintaining the same wild variety of diabolical techniques to respin the class's basic gameplay! And many more! A (mostly) comprehensive list of changes from basegame can be perused in basegame_changes.txt within the .team file. Truth has many facets, adventurer. Those who walk in darkness can see the light all the more starkly. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Movarc'h's Improved Escorts - Bamboo + CH Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Also gives escorts 1000 base Life and 100 base life regen so they don't die from a sneeze. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Also credits to Bamboo's fork. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Wrathwrought |
| Class | Adventurer |
| Level / Exp | 26 / 9% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 146 (base 29) |
| Dexterity | 101 (base 12) |
| Constitution | 44 (base 12) |
| Magic | 31 (base 12) |
| Willpower | 92 (base 57) |
| Cunning | 155.63832062029 (base 57) |
Resources
| Mana | 581/660 |
| Equilibrium | 10 |
| Steam | 100/100 |
| Life | 2882/3038 |
| Psi | 146/152 |
| Stamina | 390/390 |
| Hate | 100/100 |
| Healing Factor | 1.5212089714402 |
| Regeneration | 48.056473490839 |
Speed
| Mental | +14.346418168648% |
| Attack | +14.346418168648% |
| Movement | +150.27013536228% |
| Spell | 0% |
| Global | +111.43918375986% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 58.537080757239 |
| See Invisible | 58.537080757239 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 190 |
| Accuracy | 96 |
| Crit Chance | 79% |
| APR | 45 |
| Speed | 0.73 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Mind
| Mindpower | 93 |
| Crit Chance | 72% |
| Speed | 0.87453548262886 |
Offense: Damage Bonus
| Acid | +20% |
| Blight | +20% |
| Physical | +30% |
| Cold | +20% |
| All | 0% |
| Darkness | +30% |
| Lightning | +20% |
| Mind | +19% |
| Fire | +20% |
| Nature | +24% |
Offense: Damage Penetration
| Acid | +30% |
| Blight | +30% |
| Physical | +62% |
| Cold | +30% |
| Lightning | +30% |
| Darkness | +47% |
| Mind | +22% |
| Fire | +30% |
| Nature | +30% |
Defense: Base
| Armour (hardiness) | 75.08934837382 (86.151787968034%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 35 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 17%( 70%) |
| Physical | + 28%( 73%) |
| Cold | + 45%( 73%) |
| All | + 7%( 70%) |
| Darkness | + 10%( 70%) |
| Light | + 15%( 70%) |
| Bleed | + 12%( 70%) |
| Lightning | + 17%( 73%) |
| Fire | + 20%( 73%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 760 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 176 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 431 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 632% 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1017 damage for 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Strife | 1.30 |
| 1 |
| 5 |
| 1 |
| 1 |
| Technique / Dance of the Moons | 1.30 |
| 5 |
| 0 |
| 0 |
| 0 |
| Wild-gift / Ooze | 1.30 |
| 5 |
| 1 |
| 1 |
| 5 |
| Technique / Magical combat | 1.30 |
| 5 |
| 0 |
| 0 |
| 0 |
| Psionic / Psychic blows | 1.30 |
| 1 |
| 1 |
| 1 |
| 0 |
| Cursed / Gloom | 1.30 |
| 5 |
| 1 |
| 1 |
| 5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1 |
| 1 |
| 5 |
| 5 |
| Psionic / Psi-fighting | 1.50 |
| 1 |
| 5 |
| 0 |
| 0 |
| Psionic / Psychic Assault | 1.30 |
| 5 |
| 0 |
| 0 |
| 0 |
Generic Talents
| Wild-gift / Fungus | 1.50 |
| 1 |
| 5 |
| 1 |
| 1 |
| Cunning / Survival | 1.30 |
| 1 |
| 1 |
| 1 |
| 0 |
| Race / Wrathwrought | 1.30 |
| 5 |
| 5 |
| 5 |
| 3 |
| Wild-gift / Rain | 1.30 |
| 1 |
| 2 |
| 0 |
| 0 |
| Technique / Combat training | 1.30 |
| 1 |
| 3 |
| 0 |
| 5 |
| 1 |
| 0 |
| Steamtech / Physics | 1.30 |
| 1 |
| 0 |
| 0 |
| 0 |
| Steamtech / Engineering | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Wild-gift / Harmony | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Steamtech / Blacksmith | 1.30 |
| 1 |
| 5 |
| 0 |
| 0 |
| Wild-gift / Endurance | 1.30 |
| 1 |
| 3 |
| 0 |
| 0 |
| Steamtech / Chemistry | 1.30 |
| 1 |
| 0 |
| 0 |
| 0 |
| Cursed / Cursed aura | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Cursed / Cursed form | 1.30 |
| 1 |
| 5 |
| 0 |
| 0 |
| Psionic / Finer energy manipulations | 1.50 |
| 1 |
| 1 |
| 1 |
| 4 |
Effects
| talent | Repel |
| talent | Augmentation |
| talent | Arcane Combat |
| talent | Force Shield |
| talent | Dance of the Moons |
| talent | Gloom |
| talent | Mitosis |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 58.11 fire damage per turn. Burning |
| beneficial effect | Immune to physical effects. Spine of the World |
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. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Teleport (+2 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Trollmire. Escort: injured seer (level 4 of Trollmire)As a reward you improved talent Phase Door (+2 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+2 level(s)). | 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 Unflinching Resolve (+2 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Rush (+2 level(s)). | done |
You successfully escorted the lost wyrmic to the recall portal on level 3 of Scintillating Caves. Escort: lost wyrmic (level 3 of Scintillating Caves) | done |
You successfully escorted the unfocused psion to the recall portal on level 2 of Scintillating Caves. Escort: unfocused psion (level 2 of Scintillating Caves) | done |
You successfully escorted the unfocused psion to the recall portal on level 3 of Old Forest. Escort: unfocused psion (level 3 of Old Forest) | done |
You must fulfil your Master's final request and put an end to the renegade Blade Dancers who are misusing the Dance. Fivefold Redemption* Zerrif the Leafdancer lurks somewhere out there. * Ehren the Rockdancer lurks somewhere out there. * Flit the Stormdancer lurks somewhere out there. * Tarvis the Riverdancer lurks somewhere out there. * Ansa the Moondancer lurks somewhere out there. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. The fortress's current energy level is: 4. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed snow giant kidney. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed skeleton mage skull. * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
| On head | Xerayawen the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +7 Wil +3 Cun dps ---------- Mind.crit +2% Dmg.mod +9% mind ----- def ----- Armour +4 Fatigue +4% Mind.save +12 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | pair of iron boots 'Yvena' (0 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +3 Wil +3 Cun dps ---------- Res.pen +15% physical Acc +10 (+2 eff.) ----- def ----- Armour +7 Fatigue +2% Resists +1% physical Phys.save +6 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Prox's Lucky Halfling Foot2.0 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 | rogue's copper ring of the sanguine0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Resists +5% bleed HP.reg +1.00 Cut- +20% Rings make your fingers look great! |
| On fingers | copper ring of opulence0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +3 Lck +3 Cun Mind On My Money: (Instant) Level 1.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Contemplate your wealth and draw power from it, gaining 55.96 mindpower for 10 turns. You gain 1 mindpower for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
| Around neck | steel amulet of the fish0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% cold ---------- misc Breathe water Amulets make your neck look great! |
| In main hand | Whisper of Dusk (46-74 power, 10 apr) Whisper of Dusk (46-74 power, 10 apr)3.0 T3 greatsword 2H weapon [Unique] Master Power 46.0 - 73.6 Physical Uses 135% Wil, 53% Cun Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +14.0% Atk.spd 120% On Crit.r2 +14 phys.bleed While equipped: Stats +5 Cun +5 Dex ----- def ----- Fatigue -15% Proj.slow +21% Dusk's Whisper: Level 2.0 Pwr.cost 21 out of 50/50. Range 6 Travel.spd 2000% of base Description: You quickly move up to 6 tiles to arrive adjacent to a target location you can see, slashing through anyone in your way. During your movement, you attack all foes within one grid of your path with your weapon for 92% weapon damage, also inflicting a Deep Wound for 50% of the damage dealt over 5 turns and reducing their healing received by 30%. Struck targets left with less than 20% of their life may die instantly! A seemingly innocuous blade, it promises a swift and merciless death to your enemies if you but listen to its murmurs. |
| On hands | stone warden's dwarven-steel gauntlets of strength (+4) (0 def, 12 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +12 Hardiness +5% Fatigue +3% Resists +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | Mardabar the Burntooth1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +2% Phys.pwr +3 (+0 eff.) Mind.pwr +20 (+4 eff.) ----- def ----- Resists +3% fire Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +1.00 A belt that goes around your waist. |
| Cloak | Glowbearer the cashmere cloak (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Con dps ---------- Mind.crit +2% Crit.mult +20.00% Res.pen +5% mind ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +9% light +20% cold ---------- misc Psi/ret +0.04 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable dwarven-steel plate armour of stability (0 def, 18 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +18 Fatigue +22% Resists +6% physical Phys.save +18 (+6 eff.) A suit of armour made of metal plates. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
medical injector implant (efficiency 130% / cooldown 56%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 130% efficiency and cooldown mod of 56%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 82% / cooldown 86%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 82% efficiency and cooldown mod of 86%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 88% / cooldown 75%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 88% efficiency and cooldown mod of 75%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 118% / cooldown 71%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 71%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 92% / cooldown 72%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 92% efficiency and cooldown mod of 72%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 144% / cooldown 97%)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 144% efficiency and cooldown mod of 97%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 128% / cooldown 58%)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 128% efficiency and cooldown mod of 58%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 8)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.5 steam per turn. Can be activated for an instant burst of 42 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 5)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.7 steam per turn. Can be activated for an instant burst of 24 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 15)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.4 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.1 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 41; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 41 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the duelist (heal 250; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 250 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the psychic (heal 236; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 236 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 336; cd 14)0.1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 336 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 102; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 102 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion (die at -248; dur 6; cd 29)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -248 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 261 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -829; dur 7; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -829 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 872 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 400%; cd 17)0.1 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 400% 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. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 728%; cd 17)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 728% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 731%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 731% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 532%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 532% 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. Press to compare to your current inscriptions |
regeneration infusion (heal 105; 17 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 105 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. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 165; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 165 life over 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 nature talent. Press to compare to your current inscriptions |
wild infusion (res 15%; magical; dur 3; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; mental; dur 4; cd 15)0.1 infusion scroll [Normal] 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 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 35%; magical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 47%; mental; dur 4; cd 14)0.1 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 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 47% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 44%; mental; dur 4; cd 14)0.1 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 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 44% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 3; phase 10; cd 15)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, light, cold, arcane)0.1 rune scroll [Unique] 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 create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 2 physical, 4 light, 4 cold, 3 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the titan (damage 203; dur 4; cd 21)0.1 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 Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 202.56 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the psychic (power 28; resist 35%; move 40%; dur 5; cd 20)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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 35% all resistance, you move 40% faster, and you are invisible (power 28). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 603% over 10 turns; mana 30; cd 12)0.1 rune scroll [Normal] 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 usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 603% for 10 turns (27 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 16)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 Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (27 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 57; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 57 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune (absorb 156; dur 4; cd 18)0.1 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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 156 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 379; dur 3; cd 16)0.1 rune scroll [Ego] 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 create a protective shield absorbing at most 379 damage for 3 turns. 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. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 199; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 199 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Helps keep your airway open and lets you hold your breath longer. Requires talents: - Therapeutics (1) - Mechanical (1) Requires ingredients: - lump of iron (2) - stack of herbs (viperweed) (2) Example Item: simple air recycler 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +10% Returns 1 air each turn. Attach on item worn on slot 'head' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] An ingenius collection of tough no-spill pockets allows you to keep all those dangerous reagents close at hand. (increases acid, fire, nature and blight damage.) Requires talents: - Therapeutics (1) - Chemistry (3) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: crude alchemist's helper 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: dps ---------- Dmg.mod +5% acid +5% fire +5% nature +5% blight Attach on item worn on slot 'belt' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Just what you need to support your back when lifting heavy things; like armour, weapons or Yetis. Requires talents: - Smith (1) - Mechanical (1) Requires ingredients: - lump of iron (2) Example Item: iron back support 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -4% ---------- misc Max.enc +10 Attach on item worn on slot 'belt' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that explodes on impact. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude explosive shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Explosive Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 1, which does 203.92 physical damage. This talent does not use ammo as it is the ammo.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean magical detrimental effects from your body and grant a fiery aura (fire, light and lightning affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 12] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (12% fire, light and lightning affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] So much more convenient than a lantern on your waist. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude head lamp 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +1 (+0 eff.) ---------- misc Light +3 Attach on item worn on slot 'head' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful healing salve. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple healing salve [power 146] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 146 Puts Talent Medical Injector on 13 cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Attach powerful steam-powered pistons to your gloves, giving you a tight grip on your weapon (preventing disarming) and allowing you to crush a foe, pinning it and reducing its defense and armour. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grip 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Effective talent level: 1.0 Use mode: Activated Steam cost: 20 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the pistons to crush your target for 3 turns and dealing 160% unarmed melee damage. While the target is held it can not move and its armour and defense are reduced by 23. Crush their bones!Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] The 'Crawling Ants' itching powder will distract your enemies from any complicated actions. Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude itching powder 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Itching Powder Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that is very itchy to touch. Creatures in a cone of radius 3 are itchy for 1 turns, causing them to fail talents 12% of the time. The itchiness effect is applied with your Steampower.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Helps keep your feet on the ground, but still allows mobility. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (4) Example Item: iron kinetic stabiliser 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +3 (+1 eff.) Pinning- +5% Knockbk- +5% Teleport- +100% Attach on item worn on slot 'feet' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Lightning coils can be attached to melee weapons to generate a short range beam of electricity on melee crits. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (3) Example Item: crude lightning coil 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Supercharge your thinking and give your brain a boost with the Mental Stimulator! Requires talents: - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron mental stimulator 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+1 eff.) Sleep- +40% Attach on item worn on slot 'head' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Where you walk nature grows! Well moss. Sticky moss. Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: simple moss tread 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Stealth +2 ---------- misc Talents +1 Moss Tread Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: For 6 turns, you lay down Grasping Moss where you walk or stand. The moss is placed automatically every step and lasts 3 turns. Each turn the moss deals 19.35 nature damage to each foe standing on it. This moss is very thick and sticky causing all foes passing through it have their movement speed reduced by 33% and have a 23% chance to be pinned to the ground for 4 turns. The damage scales with your Steampower.Attach on item worn on slot 'feet' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Attach small steam rocket to your boots, granting faster movement and leaving a trail of fire to burn those foolish enough to follow you. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (5) Example Item: iron rocket boots 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Effective talent level: 1.0 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 100%. Each movement will leave a trail of flames doing 77.93 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all!Attach on item worn on slot 'feet' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] A mechanical device for launching a spinning buzzsaw! What else could you want? Requires talents: - Mechanical (1) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron saw projector 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Project Saw Effective talent level: 1.0 Use mode: Activated Steam cost: 10 Range: 3 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You activate hidden springs to project a saw towards your foes. Any creature caught in the beam takes 255.74 physical damage and bleeds for half more in 5 turns. The damage increases with your Steampower.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Not only does it help seal wounds, protecting you from bleeding and enhancing your healing, it also protects from armour chafe! Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) Example Item: simple second skin 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +2.00 Poison- +30% Disease- +30% Cut- +30% Attach on item worn on slot 'body' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Gives you the Electric Touch. Higher tiers will chain. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (2) Example Item: iron shocking touch 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Shocking Touch Effective talent level: 1.0 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Touch a creature to release a nasty electrical charge into them, doing 128.00 lightning damage. If this tinker is above tier 1, the electricity can arc to another target up to 2 tiles away. The number of enemies hit is at most the tinker tier. The damage increases with your Steampower.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] In addition to making a weapon look more fancy, it also makes it more deadly against undead and other nasties. Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Example Item: iron silver filigree 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 40% Wil Against +7% Undead +7% Demon +7% Horror Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Dismantle any one sling, add some amazing steampower to it and make a powerful steamgun to fire a bullet hell at your foes! Requires talents: - Explosives (1) - Smith (1) Requires ingredients: - lump of iron (7) Requires: - a sling (not unique) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Amaze your friends with this cannister launcher which lets you project deadly poison clouds with but a wave of your hand. Deadly! Requires talents: - Smith (2) Requires ingredients: - stack of herbs (viperweed) (8) - lump of iron (10) Example Item: iron toxic cannister launcher 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Toxic Cannister Launcher Effective talent level: 1.0 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Launch a cannister filled with toxic gas at a location. Every 2 turns the cannister emits a poison cloud of radius 3 around it each turn. The poison does 159.89 nature damage over 5 turns. The cannister has 451 life and lasts 8 turns. When it ends or is destroyed a last cloud is created. Damage, life, resists, and armor scale with your Steampower. Damage and penetration are inherited from the creator.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 12] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (12% blight, mind and acid affinity). Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Betothra the Glowsever0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +3% lightning +3% light Res.pen +5% light On Hit (Melee): * 20% chance to reduce all saves and defense by 47 ----- def ----- Resists +6% light Amulets make your neck look great! |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet 'Lavatouch'0.1 T1 amulet jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% acid +6% fire Res.pen +5% mind ----- def ----- Resists +5% lightning +9% fire +6% arcane +9% acid ---------- misc Mana/s.crit +3.00 Max.mana +13.00 Amulets make your neck look great! |
copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
starlit copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% light +11% darkness Blind- +21% Amulets make your neck look great! |
Beloleg the Hailspiker0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Resists +9% acid +3% fire +3% lightning ---------- misc Light +2 Masteries +0.14 Cunning/Scoundrel Amulets make your neck look great! |
starlit steel amulet of mastery (0.13 Psionic / Augmented striking)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +13% light +14% darkness Blind- +24% ---------- misc Masteries +0.13 Psionic/Augmented striking Amulets make your neck look great! |
vitalizing steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +7 (+2 eff.) Max.HP +36.00 HP.reg +1.00 Amulets make your neck look great! |
Arthoyon the gold amulet0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Dex +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +6% temporal +6% light +5% physical +6% mind +5% darkness Res.pen +15% mind Melee Ret 8 blight ----- def ----- Armour +4 Defense +6 (+2 eff.) Res.Cap +3% all Phys.save +12 (+4 eff.) Amulets make your neck look great! |
cleansing gold amulet of mastery (0.18 Cursed / Punishments)0.1 T3 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +15% nature +13% blight Poison- +30% Disease- +25% ---------- misc Masteries +0.18 Cursed/Punishments Amulets make your neck look great! |
Chamadan the Chillravager0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% temporal Res.pen +10% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% cold HP.reg +2.00 Stun/Frz- +24% ---------- misc See.Invis +15 Rings make your fingers look great! |
Isonne0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +9% mind +12% temporal Res.pen +3% nature ----- def ----- Mind.save +6 (+2 eff.) Poison- +20% ---------- misc Psi/ret +0.08 Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+1 eff.) Confus- +22% Rings make your fingers look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+1 eff.) Rings make your fingers look great! |
mule's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Fatigue -4% Resists +22% lightning ---------- misc Max.enc +21 Rings make your fingers look great! |
rogue's copper ring of anchoring0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Resists +6% temporal Phys.save +4 (+1 eff.) Teleport- +21% Rings make your fingers look great! |
warrior's copper ring of filth0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Res.pen +3% blight ----- def ----- Armour +4 Disease- +23% Rings make your fingers look great! |
warrior's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% nature ----- def ----- Armour +6 Resists +22% nature Rings make your fingers look great! |
Blackraven the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Lck +3 Cun dps ---------- Dmg.mod +11% darkness +3% physical Apr +1 On Hit (Melee): * 7% chance to gain 10% of a turn (3/turn limit) On Hit (Ranged): * 5% chance to cause random gloom ----- def ----- Resists +25% darkness Phys.save +5 (+2 eff.) ---------- misc Max.stam +30.00 All That Glitters: (Instant) Level 1.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Call upon the power of your wealth to empower your magic, gaining 55.96 spellpower for 10 turns. You gain 1 spell power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
Gleamshaper the steel ring0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Cun +5 Dex dps ---------- Ranged+ 7 nightmare Dmg.mod +12% mind +9% light Res.pen +10% light Acc +6 (+1 eff.) Melee Ret 4 light On Hit (Melee): * 7 arcane resource burn ----- def ----- Resists +12% mind Phys.save +5 (+2 eff.) Rings make your fingers look great! |
Lustrejustice0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +10% nature +3% mind Acc +6 (+1 eff.) Melee Ret 6 acid 9 darkness 4 light ----- def ----- Resists +3% mind +6% light +20% nature Rings make your fingers look great! |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
obscure steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: dps ---------- Ranged+ 4 warp Acc +8 (+2 eff.) Apr +9 On Hit (Melee): * 5% chance to reduce strength, dexterity, and constitution by 15 ----- def ----- Defense +8 (+2 eff.) Phys.save +7 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings make your fingers look great! |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
steel ring of war0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +3 Str +4 Con Talents granted by this ego do not have their typical weapon type requirements. Perfect Strike: (Instant) Level 1.3 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +46 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Rings make your fingers look great! |
vile steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con dps ---------- Melee Ret 5 blight 7 lightning Rings make your fingers look great! |
gold ring of clarity0.1 T3 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +9 (+3 eff.) Confus- +23% Rings make your fingers look great! |
marksman's gold ring of blight (+12%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% blight Acc +8 (+2 eff.) ----- def ----- Resists +12% blight Rings make your fingers look great! |
marksman's gold ring of frost (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% cold Acc +6 (+1 eff.) ----- def ----- Resists +24% cold Rings make your fingers look great! |
rogue's gold ring of aether (+12%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% arcane ----- def ----- Defense +8 (+2 eff.) Resists +12% arcane Rings make your fingers look great! |
vile gold ring of fire (+26%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +13% fire Melee Ret 11 blight 11 lightning ----- def ----- Resists +26% fire Rings make your fingers look great! |
Tarrothad the Taintqueller (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Mind.crit +4% Spell.pwr +6 (+3 eff.) Dmg.mod +15% acid +12% mind +6% nature Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 47 ----- def ----- Armour +5 Defense +5 (+1 eff.) ---------- misc Max.hate +6.00 Wards +2 acid Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater yew magestaff of wizardry (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +20 (+10 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ---------- misc Max.mana +17.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of protection (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% cold ----- def ----- Resists +12% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Electrocutioner (48-72 power, 21 apr) Electrocutioner (48-72 power, 21 apr)3.0 T3 battleaxe 2H weapon [Unique] Nature/Master Power 48.0 - 72.0 Physical Uses 145% Wil, 20% Mag Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +6.0% Atk.spd 100% Melee+ +17 lightning +13 physical +12 bleed On Hit: * 33% chance to inflict Haywire on hit. If it does, there is a 50% chance a Deep Wound is also inflicted. While equipped: dps ---------- Dmg.mod +19% lightning +7% physical +9% bleed This dark metal axe humms ominously, arcs of electricity leaping from its edge. You sense a terrible energy within it. |
Bareharadur the Radiancedream (42-63 power, 22 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Master Power 42.0 - 63.0 Physical Uses 166% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +22 Crit +1.5% Atk.spd 100% On Hit.r1 +20 light On Crit: * Sunders the enemy's weapon for 5 turns. * Sunders the enemy's armor for 5 turns. While equipped: dps ---------- Res.pen +14% all Acc +17 (+4 eff.) Apr +10 Melee Ret 2 light ----- def ----- Resists +6% light Massive two-handed mauls. |
Kindlewilder the dwarven-steel greatmaul (43-64 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 43.0 - 64.5 Physical Uses 166% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +4 fire On Hit: * 20 arcane resource burn While equipped: dps ---------- Res.pen +9% physical Acc +20 (+4 eff.) Apr +13 Melee Ret 4 lightning ----- def ----- Resists +6% fire +15% light +3% darkness Massive two-handed mauls. |
truestriking dwarven-steel greatmaul of shearing (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Master Power 42.0 - 63.0 Physical Uses 166% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% all +10% physical Acc +19 (+4 eff.) Apr +22 Massive two-handed mauls. |
chilling dwarven-steel greatsword of sundering (38-61 power, 11 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 38.0 - 60.8 Physical Uses 166% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +11 Crit +3.5% Atk.spd 100% Melee+ +10 cold On Crit: * Sunders the enemy's armor for 5 turns. Massive two-handed swords. |
rainbow dwarven-steel greatsword of rage (37-59 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 37.0 - 59.2 Physical Uses 166% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Dmg.conv 10% lightning 10% light 10% fire 10% cold 10% darkness While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Acc +7 (+2 eff.) Massive two-handed swords. |
time-lost iron mace of massacre (16-23 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane/Master Power 16.5 - 23.1 Physical Uses 145% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * 25% chance to afflict the target with Wasting, causing 84 Temporal damage over 5 turns. While equipped: dps ---------- Phys.pwr +3 (+0 eff.) Dmg.mod +6% temporal Blunt and deadly. |
Durinik the stralite waraxe (40-57 power, 11 apr)3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master Power 40.5 - 56.7 Physical Uses 145% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +6.5% Atk.spd 100% On Crit: * Sunders the enemy's armor for 5 turns. While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +6 (+3 eff.) Mind.pwr +20 (+4 eff.) Melee Ret 4 mind ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Max.psi +10.00 One-handed war axes. |
Demonkarma (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Arcane Power 11.5 - 15.0 Physical Uses 93% Wil, 53% Cun Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 lightning On Hit.r1 +7 cold On Hit: * 20% chance to reduce damage dealt by 38% While equipped: dps ---------- Dmg.mod +18% arcane Res.pen +7% cold Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 * 20% chance to reduce damage dealt by 38% ----- def ----- Resists +3% darkness Sharp, short and deadly. |
Beolen (17-22 power, 15 apr)1.0 T3 dagger 1H weapon [Random Unique] Master/Psionic Power 17.0 - 22.1 Physical Uses 93% Wil, 53% Cun Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +6.0% Atk.spd 100% Melee+ +8 blight On Hit: 12% Twist the Knife 1 On Crit: * Sunders the enemy's weapon for 5 turns. * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+2 eff.) Dmg.mod +9% blight Res.pen +5% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 Sharp, short and deadly. |
Skewered Eye and Tongue (10-13 power, 4 apr) Skewered Eye and Tongue (10-13 power, 4 apr)1.0 T3 dagger 1H weapon [Unique] Arcane A head must be missing a tongue and a pair of eyes. Power 10.0 - 13.0 Blight Uses 61% Wil, 21% Cun Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +1.5% Atk.spd 125% Melee+ +5 light On Hit.r1 +6 blight +5 darkness On Crit.r2 +14 darkness On Hit: * 15% chance for the eyes and tongue to deal 61 Blight damage to the target and afflict Pacification Hex. On Crit: * Splash the target with acid dealing 67 damage over 5 turns and reducing armor and accuracy by 9 While equipped: dps ---------- Res.pen +7% darkness ----- def ----- Mind.save -15 (-5 eff.) Someone made a skewer of a tongue and eyeballs, what a delicacy. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 40% Wil, 103% Cun Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
acidic dwarven-steel dagger (21-27 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 21.0 - 27.3 Physical Uses 93% Wil, 53% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 67 damage over 5 turns and reducing armor and accuracy by 9 Sharp, short and deadly. |
truestriking dwarven-steel dagger of evisceration (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master Power 16.0 - 20.8 Physical Uses 93% Wil, 53% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Res.pen +9% physical Acc +11 (+2 eff.) Apr +8 Sharp, short and deadly. |
vined mindstar 'Lorugrim' (10-12 power, 20 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 10.5 - 11.6 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +20 Crit +3.0% Atk.spd 100% Melee+ +8 acid While equipped: dps ---------- Mind.crit +2% Phys.pwr +10 (+2 eff.) Mind.pwr +4 (+1 eff.) Melee+ 7 mind 6 darkness Dmg.mod +5% mind +4% darkness Acc +10 (+2 eff.) ----- def ----- Resists +4% physical Die.at -40.00 life ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
barbed quiver of ash arrows of accuracy (17/17, 30-43 power, 7 apr)3.0 T2 arrow ammo [Ego+] Master Power 30.5 - 42.7 Physical Uses 93% Wil, 74% Cun Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +7 Crit +9.5% Capacity 17 On Crit: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Koryhor the Searpiety (0 def, 6 armour, 134.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% mind +6% fire On shield block: * 24% chance to Block again. ----- def ----- Armour +6 Hardiness +13% Fatigue +8% Mind.save +18 (+5 eff.) ---------- misc Hate/m.crit +3.00 Talents +1 Block Handheld deflection devices. |
Titanic (20 def, 18 armour, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+5 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
dwarven-steel shield of resistance (0 def, 6 armour, 77.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +7% fire +8% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
prismatic hardened leather armour of Malphas (9 def, 6 armour)9.0 T3 light armor [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +2% Mind.crit +2% Crit.mult +12.00% Spell.pwr +3 (+2 eff.) Mind.pwr +2 (+0 eff.) ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +13% light +16% darkness A suit of armour made of leather. |
defiant dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Wil +3 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +5% physical Phys.save +10 (+3 eff.) Mind.save +13 (+4 eff.) A suit of armour made of mail. |
superhard dwarven-steel mail armour (3 def, 19 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +19 Hardiness +7% Defense +3 (+1 eff.) Fatigue +32% A suit of armour made of mail. |
rough leather belt of unlife =unlife=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.3 Pwr.cost 50 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 79.91 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Destala's Scales (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.6 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 46% 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 talent will also attack with your shield, if you have one equipped. 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. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 41 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Emelamina (0 def, 3 armour) =mana per crit=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +10 (+5 eff.) S.pwr/crit +2 ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Mana/s.crit +2.00 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boltwrither (0 def, 9 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +15% lightning +6% physical Res.pen +25% lightning +25% nature ----- def ----- Armour +9 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. |
fractal hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Melee+ 4 mind 5 temporal Dmg.mod +3% mind +3% temporal Acc +13 (+3 eff.) ----- def ----- Armour +2 Mind.save +5 (+1 eff.) 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. |
steady hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Psionic While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +2 Phys.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +25% 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. |
dwarven-steel gauntlets 'Hettygoromigar' (0 def, 2 armour) =vim crit=1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +5% arcane +6% acid Melee Ret 6 arcane ----- def ----- Armour +2 Fatigue +3% Resists +27% acid Spell.save +9 (+4 eff.) ---------- misc Vim/s.crit +2.00 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. |
brawler's voratun gauntlets of the starseeker (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +3 Mag +5 Cun ----- def ----- Armour +3 Fatigue +5% Resists +5% light +7% darkness Phys.save +9 (+3 eff.) ---------- misc Infravis +2 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 1.3 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 59.31 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of the citadel (1 def, 0 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Defense +1 (+0 eff.) ---------- misc Talents +1 Citadel Citadel: Passive - Increases Resistance to all damage by 23.04% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A pointy cloth hat, very wizardly... |
Umbrareek the cashmere wizard hat (2 def, 0 armour) =darness res pen=2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% darkness Res.pen +20% darkness +15% acid Melee Ret 4 acid 4 nature ----- def ----- Defense +2 (+1 eff.) Resists +6% nature ---------- misc Talents +1 Willbreaker Willbreaker: Passive - Increase Mindpower by 11.50 per each enemy you can see in a radius of 2. The increase is based on your Willpower stat. A pointy cloth hat, very wizardly... |
Arylenne the Rainwhisper (0 def, 1 armour) =hate gen=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Mind.crit +2% Mind.pwr +5 (+1 eff.) Dmg.mod +12% nature On Hit (Melee): * 10% chance to slow global speed by 77% ----- def ----- Armour +1 Fatigue +1% ---------- misc Hate/m.crit +3.00 Max.hate +2.00 A hat made of leather. Very stylish. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 81.32 to 243.96 lightning damage (162.64 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+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. |
5 ametrine0.0 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. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(144 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Manerontir (dig speed 30 turns) =mind res pen=3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +20.00% Mind.pwr +15 (+3 eff.) Dmg.mod +7% nature Res.pen +25% mind ----- def ----- Resists +12% nature ---------- misc Psi/ret +0.16 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By MindMasher the Wrathwrought Adventurer level 25
13rd Regrowth 123rd year of Ascendancy at 09:54 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By MindMasher the Wrathwrought Adventurer level 14
17th Dusk 122nd year of Ascendancy at 08:13 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By MindMasher the Wrathwrought Adventurer level 21
7th Decay 122nd year of Ascendancy at 19:41 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By MindMasher the Wrathwrought Adventurer level 22
3rd Allure 123rd year of Ascendancy at 03:31 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By MindMasher the Wrathwrought Adventurer level 13
17th Dusk 122nd year of Ascendancy at 01:04 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By MindMasher the Wrathwrought Adventurer level 25
13rd Regrowth 123rd year of Ascendancy at 09:43 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By MindMasher the Wrathwrought Adventurer level 10
10th Dusk 122nd year of Ascendancy at 11:44 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By MindMasher the Wrathwrought Adventurer level 20
51st Dusk 122nd year of Ascendancy at 21:57 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By MindMasher the Wrathwrought Adventurer level 25
13rd Regrowth 123rd year of Ascendancy at 09:54 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By MindMasher the Wrathwrought Adventurer level 21
27th Haze 122nd year of Ascendancy at 15:32 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By MindMasher the Wrathwrought Adventurer level 20
52nd Dusk 122nd year of Ascendancy at 00:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By MindMasher the Wrathwrought Adventurer level 7
1st Dusk 122nd year of Ascendancy at 02:49 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By MindMasher the Wrathwrought Adventurer level 25
13rd Regrowth 123rd year of Ascendancy at 09:54 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By MindMasher the Wrathwrought Adventurer level 10
13rd Dusk 122nd year of Ascendancy at 08:15 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By MindMasher the Wrathwrought Adventurer level 22
3rd Allure 123rd year of Ascendancy at 11:22 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By MindMasher the Wrathwrought Adventurer level 15
35th Dusk 122nd year of Ascendancy at 10:20 see stats
Log
Orc soldier enters a state of bloodlust.
Orc soldier is on fire!
Xuwen the forest troll is on fire!
The shield around golem (servant of Xuwen the forest troll) crumbles.
Golem (servant of Xuwen the forest troll) is on fire!
MindMasher become impervious to physical effects.
MindMasher is on fire!
Something hits Orc soldier for 174 fire damage.
Something hits Xuwen the forest troll for 192 fire damage.
Something hits MindMasher for 101 fire damage.
Something hits Orc soldier for 174 fire damage.
Something hits Golem (servant of Xuwen the forest troll) for (100 absorbed), 74 fire (74 total damage).
[QoL05] Xuwen the forest troll appears! Their class(es) are: Alchemist
Golem (servant of Xuwen the forest troll) uses Knockback.
Golem (servant of Xuwen the forest troll) misses MindMasher.
MindMasher uses Telekinetic Smash.
MindMasher performs a melee critical strike against Golem (servant of Xuwen the forest troll)!
Xuwen the forest troll starts to bleed.
MindMasher hits Xuwen the forest troll for 15 physical damage.
MindMasher hits Golem (servant of Xuwen the forest troll) for 768 physical damage.
MindMasher killed Golem (servant of Xuwen the forest troll)!
Xuwen the forest troll's Channel Staff hits MindMasher for 94 physical damage.
Something hits Fire drake for 65 lightning damage.
MindMasher's mind surges with critical power!
Mindrot hits Xuwen the forest troll for 25 mind, 28 darkness (52 total damage).
Burning from Fire drake hits MindMasher for 34 fire damage.
MindMasher receives 24 healing from Unnatural Body.
MindMasher gains 1% of a turn from Ancestral Life.




















































































































































