
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Shorter ToME4 Dungeons 1.2.5This add-on significantly shortens all plot-related dungeons: - Dreadfell is now 5 levels. This will make the game harder, due to less experience and loot. The loot from these dungeons was improved to compensate (i.e. lower tier items no longer generate). Recommended only for experienced players looking for a challenge or a faster game. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Mentalist class 1.5.5Adds the mentalist class. Mentalists are psionics that specialize in manipulating the mind of their foes. Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Harbinger 1.5.5 Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Forbidden Cults 1.5.9Official 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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Adventurers Pack 1.5.10Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Schrödinger's Lore 1.3.0Arranges for various sequential lore to be learned in sequence, independent of the order of lore object discovery. NOTE: This addon is officially deprecated in favor of Schrödinger's Lore (Mark 2). Possessor Bonus Class 1.5.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.5.0Donators/Buyers bonus! Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: 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. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 QuickTome: Arena Skip 1.3.1 Select your Escorts 1.5.10Allows 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. Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 Bladebender 1.5.6 Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Steam Witch |
Level / Exp | 33 / 43% |
Size | medium |
Lifes / Deaths | Killed by The Shade at level 8 on the 4th Mirth 122nd year of Ascendancy at 00:05 0 / 7Killed by Atuduran the krog at level 21 on the 42nd Haze 122nd year of Ascendancy at 10:00 Killed by Xanoldathra the Guardian at level 22 on the 51st Haze 122nd year of Ascendancy at 00:23 Killed by Gowe the xaren at level 22 on the 51st Haze 122nd year of Ascendancy at 08:18 Killed by skeleton master archer at level 23 on the 59th Haze 122nd year of Ascendancy at 04:49 Killed by weaver matriarch at level 28 on the 69th Haze 122nd year of Ascendancy at 08:54 Killed by Aerumira the corrupted dendritic hemospinner at level 33 on the 17th Regrowth 123rd year of Ascendancy at 21:20 |
Primary Stats
Strength | 29 (base 13) |
Dexterity | 28 (base 11) |
Constitution | 19 (base 10) |
Magic | 71 (base 60) |
Willpower | 25 (base 11) |
Cunning | 72 (base 60) |
Resources
Life | -73/654 |
Positive | 0/146 |
Paradox | 534 |
Steam | 98/100 |
Healing Factor | 1.8614285714286 |
Regeneration | 69.524357142856 |
Speed
Mental | +40% |
Attack | 0% |
Movement | +31% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 4 |
See Stealth | 73.524081251128 |
See Invisible | 85.524081251128 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 100 |
Accuracy | 53 |
Crit Chance | 32% |
APR | 6 |
Speed | 0.71 |
Offense: Offhand
Damage | 41 |
Accuracy | 53 |
Crit Chance | 33% |
APR | 10 |
Speed | 0.71 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Nature | +44% |
Physical | +22% |
Light | +16% |
All | +6% |
Offense: Damage Penetration
Nature | +5% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 36 |
Mental Save | 38 |
Defense: Resistances
Nature | + 36%( 70%) |
Light | + 33%( 70%) |
Physical | + 36%( 70%) |
Blight | + 48%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 23%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 30% |
Knockback Resistance | 31% |
Confusion Resistance | 10% |
Pinning Resistance | 100% |
Disarm Resistance | 50% |
Poison Resistance | 26% |
Blind Resistance | 26% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 150% efficiency and cooldown mod of 83%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 55%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Timegear | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Witch Brews | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Witchcraft | 1.41 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Steamtech / Timegun Training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Mystic Birthright | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Witch Hexes | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Fate Manipulation | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Spell / Time and Space | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Clockwork Menagerie | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Touch of Clotho |
talent | Contingent Fate |
talent | Regulator |
talent | Vintage of Violence |
talent | Inevitability |
beneficial effect | The target is recovering 20 life each turn. Recovery |
beneficial effect | The target's saves have been increased by 8. Resilient Fate |
beneficial effect | Reduces physical damage received by 16%. Enduring Fate |
beneficial effect | Life returns to the target, restoring 25.00 life per turn. Gift of Clotho |
beneficial effect | The target's physical crit chance has been increased by 8%. Sustained Fire |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Craftsman's Eye (+1 level(s)). | 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 Vitality (+1 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 Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed black mamba head. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed vial of elder vampire blood. * You've found the needed vial of squid ink. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Stealth +2 Pinning- +100% ---------- misc Talents +1 Moss Tread Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Quiver | ![]() 3.0 T3 shot ammo [Ego] Nature Power 32.5 - 39.0 Physical Uses 50% Cun, 120% Mag Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 17 Ranged+ +7 nature +6 temporal While equipped: ---------- misc Talents +4 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Dex +5 Mag +5 Wil +4 Cun dps ---------- Mind.pwr +3 (+2 eff.) Acc +4 (+1 eff.) Melee Ret 8 temporal ----- def ----- Armour +1 Fatigue +1% Silence- +0% ---------- misc Light +4 A cap made of leather. |
On hands | ![]() 1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+2 eff.) Melee+ 8 physical Dmg.mod +4% physical ----- def ----- Armour +8 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% physical ----- def ----- Resists +12% physical Phys.save +6 (+3 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +15% nature +6% all Res.pen +5% nature Melee Ret 8 nature 8 fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% nature Max.HP +26.00 Silence- +30% Disarm- +24% Pinning- +22% Knockbk- +31% ---------- misc Mana/turn +0.14 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.10 ---------- misc Masteries +0.11 Spell/Witchcraft Amulets can have magical properties. |
In main hand | ![]() 4.0 T4 steamgun 1H weapon [Unique] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag, 0% Cun Mastery Timegun Mastery Acc+ +0.1% dam / acc Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% Against +28% Undead +28% Demon +28% Horror On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Uses 2.0 Steam While equipped: ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Fatigue +0% Resists +20% blight +20% cold +20% nature Heal.mod +30% ---------- misc Max.enc +0 A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 24.5 - 31.9 Physical Uses 45% Cun, 95% Mag Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Slows global speed by 40% While equipped: Stats +3 Str +4 Dex dps ---------- Dmg.mod +18% nature Acc +7 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +26% Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Str ----- def ----- Defense +7 (+3 eff.) Fatigue -2% Resists +5% arcane Phys.save +5 (+2 eff.) ---------- misc See.Invis +12 Telepathy Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor [Unique] Steamtech While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Phys.save +15 (+6 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 95% efficiency and cooldown mod of 70%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 62%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 86%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.8 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 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 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 265.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1148% for 10 turns and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +2 Str ----- def ----- Phys.save +13 (+6 eff.) Spell.save +11 (+5 eff.) Mind.save +13 (+5 eff.) Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 23 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Confus- +23% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Fatigue -4% Resists +22% nature ---------- misc Max.enc +21 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +13% lightning ----- def ----- Fatigue -5% Resists +26% lightning ---------- misc Max.enc +24 Rings can have magical properties. |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 57.0 - 85.5 Physical Uses 120% Cun, 50% Mag Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +12 acid On Crit: * splashes the target with acid Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego] Arcane/Psionic Power 58.0 - 87.0 Physical Uses 120% Cun, 50% Mag Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +9 temporal +27 mind On Hit: * 21% chance to cause random gloom While equipped: Stats +6 Cun +7 Wil dps ---------- Melee Ret 17 temporal ----- def ----- Resists +23% temporal Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Rare] Nature Power 55.5 - 83.3 Physical Uses 120% Cun, 50% Mag Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +28 nature +28 temporal While equipped: dps ---------- S.pwr/crit +10 Res.pen +15% arcane +10% temporal Melee Ret 12 temporal ----- def ----- Spell.save +30 (+11 eff.) ---------- misc Max.vim +50.00 Massive two-handed battleaxes. |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 11.0 - 14.3 Acid Uses 45% Cun, 95% Mag Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Slows global speed by 40% * 40% chance to corrode armour by 30% While equipped: dps ---------- Acc +4 (+1 eff.) On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Defense +4 (+2 eff.) Resists +6% light +3% cold Disarm- +19% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 30.0 - 39.0 Physical Uses 95% Mag, 45% Cun Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 150% Mag, 0% Cun Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% ---------- misc Masteries +0.10 Wild-gift/Thunder +0.10 Wild-gift/Supercell Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 105% Mag, 35% Cun Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 95% Mag, 45% Cun Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Normal] Power 38.5 - 50.1 Physical Uses 95% Mag, 45% Cun Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Sharp, short and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Normal] Power 41.5 - 58.1 Physical Uses 100% Cun, 50% Mag Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego] Arcane Power 47.5 - 66.5 Physical Uses 100% Cun, 50% Mag Acc+ +0.1% dam / acc Apr +17 Crit +3.0% Atk.spd 100% Phasing +25% Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Disrupt This harmonious mindstar will complement other natural mindstars. Power 16.5 - 18.2 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +18% Unnatural On Hit: * disrupts spell-casting While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +6% nature Res.pen +5% nature ----- def ----- Resists +3% nature ---------- misc Equi/ret +1.00 Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 200% Mag, 0% Cun Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+7 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 5.0 T5 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 0% Cun Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% fire ---------- misc Mana/turn +0.26 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T3 steamgun 1H weapon [Unique] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag, 0% Cun Mastery Timegun Mastery Acc+ +0.1% dam / acc Apr +20 Crit +0.0% Atk.spd 100% Dmg.mult 100% Range +7 Proj.spd +600% Against +25% Undead +0% Demon +0% Horror On Crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
![]() 4.0 T5 steamgun 1H weapon [Ego] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag, 0% Cun Mastery Timegun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Acc +11 (+3 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 steamsaw 1H weapon Reqs Str 35 [Rare] Master/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 100% Cun, 50% Mag Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +77 On Crit.r2 +12 mind +16 fire Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +12% acid +12% fire ----- def ----- Armour +16 Defense +8 (+4 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego] Nature/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Cun, 50% Mag Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +104 Uses 1.0 Steam While equipped: dps ---------- Melee+ 8 acid Melee Ret 20 acid ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego] Master/Steamtech Power 38.0 - 57.0 Phys.bleed Uses 100% Cun, 50% Mag Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +102 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +24 (+12 eff.) Fatigue +12% Proj.evade +11% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Nature/Psionic Power 22.5 - 31.5 Physical Uses 100% Cun, 50% Mag Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +21 insidious poison +8 lightning On Hit: * 25% chance for lightning to arc to a second target * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +1 Str +2 Dex +3 Mag ---------- misc Light +3 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego] Arcane Power 39.5 - 55.3 Physical Uses 100% Cun, 50% Mag Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +15 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Power 39.0 - 54.6 Physical Uses 100% Cun, 50% Mag Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +11% physical Res.pen +10% physical Apr +10 One-handed war axes. |
![]() 2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +25% lightning Melee Ret 8 temporal ----- def ----- Defense +3 (+1 eff.) Resists +10% acid +9% temporal +25% lightning +10% fire +5% arcane +8% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 46.20 to 57.75 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +0 Con dps ---------- Spell.pwr +4 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Armour +0 Hardiness +0% Defense +12 (+6 eff.) Fatigue +0% Resists +15% cold HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 55 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Acc +8 (+2 eff.) On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue -3% Resists +2% physical Phys.save +8 (+4 eff.) Heal.mod +30% ---------- misc Max.enc +31 Max.stam +15.00 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy Armour Training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +5 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning Acc +0 (+0 eff.) ----- def ----- Resists +10% light +10% lightning ---------- misc Light +0 Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 35.90 to 107.70 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +15 Str +7 Wil +4 Con dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +6% arcane Res.pen +15% darkness Melee Ret 8 acid ----- def ----- Armour +5 Fatigue +5% Resists +9% acid +12% physical +9% darkness Phys.save +12 (+5 eff.) A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +4 (+2 eff.) Rng.Def +3 (+1 eff.) Resists +3% physical Heal.mod +5% ---------- misc Mana/turn +0.13 Max.stam +5.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego] Master While equipped: Stats +7 Str ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal A hat made of leather. Very stylish. |
![]() 9.0 T5 light armor [Normal] While equipped: ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +13% light +12% darkness A suit of armour made of leather. |
![]() 12.0 T2 massive armor Reqs Heavy Armour Training 3 [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +22% Resists +10% fire +15% cold Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
![]() 17.0 T5 massive armor Reqs Str 60 Heavy Armour Training 3 [Ego] Master While equipped: dps ---------- Melee Ret 18 physical ----- def ----- Armour +16 Defense +9 (+4 eff.) Fatigue +26% A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
great water salve [power 16] great water salve [power 16]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 120% cooldown modifier. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 150] potent healing salve [power 150]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 120% cooldown modifier. Heal 150 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful frost salve [power 14] powerful frost salve [power 14]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 120% cooldown modifier. Remove 2 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 160] powerful pain suppressor salve [power 160]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 120% cooldown modifier. Let you fight up to -160 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
simple frost salve [power 9] simple frost salve [power 9]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 120% cooldown modifier. Remove 1 physical effects and grants a frost aura (9% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 114] simple healing salve [power 114]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 120% cooldown modifier. Heal 114 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -12% ---------- misc Max.enc +30 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag, 0% Cun Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag, 0% Cun Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +4 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -8% ---------- misc Max.enc +20 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag, 0% Cun Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag, 0% Cun Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 139 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 10 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 145 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Absorb and nullify at most 4 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Ego] Nature Remove up to 3 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 11 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Marisa the Cornac Steam Witch level 29
8th Decay 122nd year of Ascendancy at 06:00 see stats
By Marisa the Cornac Steam Witch level 18
16th Dusk 122nd year of Ascendancy at 21:57 see stats
By Marisa the Cornac Steam Witch level 30
9th Allure 123rd year of Ascendancy at 16:15 see stats
By Marisa the Cornac Steam Witch level 29
8th Decay 122nd year of Ascendancy at 05:39 see stats
By Marisa the Cornac Steam Witch level 10
7th Mirth 122nd year of Ascendancy at 12:24 see stats
By Marisa the Cornac Steam Witch level 20
27th Dusk 122nd year of Ascendancy at 06:10 see stats
By Marisa the Cornac Steam Witch level 30
9th Allure 123rd year of Ascendancy at 08:45 see stats
By Marisa the Cornac Steam Witch level 29
8th Decay 122nd year of Ascendancy at 06:00 see stats
By Marisa the Cornac Steam Witch level 21
58th Dusk 122nd year of Ascendancy at 14:07 see stats
By Marisa the Cornac Steam Witch level 32
12nd Regrowth 123rd year of Ascendancy at 16:06 see stats
By Marisa the Cornac Steam Witch level 28
75th Haze 122nd year of Ascendancy at 02:55 see stats
By Marisa the Cornac Steam Witch level 29
8th Decay 122nd year of Ascendancy at 06:00 see stats
By Marisa the Cornac Steam Witch level 29
8th Decay 122nd year of Ascendancy at 06:00 see stats
By Marisa the Cornac Steam Witch level 21
60th Dusk 122nd year of Ascendancy at 19:52 see stats
By Marisa the Cornac Steam Witch level 17
15th Dusk 122nd year of Ascendancy at 13:02 see stats
By Marisa the Cornac Steam Witch level 25
63rd Haze 122nd year of Ascendancy at 04:01 see stats
By Marisa the Cornac Steam Witch level 16
12nd Dusk 122nd year of Ascendancy at 10:26 see stats
Log
Aerumira the corrupted dendritic hemospinner performs a melee critical strike against Marisa!
Marisa's timeline reacts.
Ran for 4 turns (stop reason: taken damage).
Marisa's timeline reacts.
Marisa is dazed!
Marisa hits Aerumira the corrupted dendritic hemospinner for 8 temporal, 8 fire, 12 nature (28 total damage).
Aerumira the corrupted dendritic hemospinner hits Marisa for 274 physical, 18 nature, 27 temporal, 6 physical (325 total damage).
Marisa uses Saw Shell.
Marisa is on a shooting streak.
Aerumira the corrupted dendritic hemospinner slows down.
Marisa is not dazed anymore.
Marisa is recovering from the damage!
Clotho gifts Marisa.
Aerumira the corrupted dendritic hemospinner hits Marisa for 10 physical damage.
Marisa hits Aerumira the corrupted dendritic hemospinner for 43 physical, 5 physical (47 total damage).
Marisa's Saw Shell hits Aerumira the corrupted dendritic hemospinner for 317 physical, 3 temporal, 5 nature, 68 cold (393 total damage).
Marisa receives 22 healing from Touch of Clotho.
Marisa receives 37 healing.
Marisa shoots!
Aerumira the corrupted dendritic hemospinner shares damage with his oozes!
Aerumira the corrupted dendritic hemospinner hits Marisa for 9 physical damage.
Marisa's Shoot hits Aerumira the corrupted dendritic hemospinner for 252 physical, 6 temporal, 10 nature, 78 cold (346 total damage).
Marisa hits Aerumira the corrupted dendritic hemospinner for 59 physical, 5 physical (64 total damage).
Marisa receives 15 healing from Touch of Clotho.
Aerumira the corrupted dendritic hemospinner uses Ice Claw.
Aerumira the corrupted dendritic hemospinner performs a melee critical strike against Marisa!
Your Contingent Fate triggered Fickle Fate Field!
Saving game...