


















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Ashes of Urh'Rok 1.7.0Official 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:
Das Blinkenlights 1.6.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Everyone Options 1.4.5Starts characters off with category points instead of categories known. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Starting Equipment 1.6.0 Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. 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 1.3.1Various enhancements to escort quest NPCs: Cash Grab 1.6.7Reduces value reductions from zones. Feel free to comment, but bear in mind that this is designed for people who WANT to grind for insanely specific end-game loot. If you don't wanna do that, don't download the mod. Those value penalties were put in to discourage a specific style of play, this addon is for people who wanna do that style of play anyway. TODO: Farportals. I've found the code but don't want to overload the large piece of code it's in, and I don't seem to be able to superload the things that define Farportal value. Allow Respec Anywhere 1.2.3Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Unlocked Adventurer 1.5.10This unlocks various(all?) talents trees at x1.3 for Adventurers, including possessor, stone warden and cursed/cursed aura. This addon REQUIRES possessors to be enabled, meaning you must be a donator, and logged in. Plot Disarming 1.7.0Removes the 'plot-item' flag from certain items after their plot function has been served, allowing you to drop them. Currently affected items:
Also available as part of the ZOmnibus Addon Pack. Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Arcanum Class Pack 1.7.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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. Embers of Rage 1.7.0Official 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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Showing Items Tier in Inventory 1.7.2This 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 Possess Everyone 1.7.0This mod should allow you to possess all ranks. At the highest level of the Possess talent, it enables you to possess any rank of enemy, including Elite Bosses. I recommend the excellent Proper Possession, as well. Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Proper Possession 1.7.0
Frequently Asked Questions: Worm that Walks as Fast as You 1.7.0Adds a fortress action that allows you to spend some fortress energy to enhance your worm that walks to match your speed. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Go to Landmark 1.7.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.7.2This 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 Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Thalore |
Class | Adventurer |
Level / Exp | 50 / 191% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 38 on the 7th Pyre 123rd year of Ascendancy at 08:09 / 1 |
Primary Stats
Strength | 98 (base 60) |
Dexterity | 26 (base 12) |
Constitution | 34 (base 24) |
Magic | 35 (base 29) |
Willpower | 70 (base 50) |
Cunning | 60 (base 60) |
Resources
Steam | 98/100 |
Mana | 688/694 |
Equilibrium | 44 |
Vim | 286/286 |
Life | 1053/1330 |
Positive | 197/197 |
Paradox | 300 |
Hate | 75/100 |
Healing Factor | 0.79183405928445 |
Regeneration | 21.531688681751 |
Speed
Mental | +51.168159613718% |
Attack | +51.168159613718% |
Movement | +296.96589358244% |
Spell | 0% |
Global | +163.75965887975% |
Vision
Sight | 10 |
Lite | 4 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 169 |
Accuracy | 52 |
Crit Chance | 33% |
APR | 28 |
Speed | 0.66 |
Offense: Offhand
Damage | 80 |
Accuracy | 52 |
Crit Chance | 34% |
APR | 28 |
Speed | 0.66 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 28% |
Speed | 0.6615149662173 |
Offense: Damage Bonus
Acid | +4% |
Blight | +6% |
Physical | +51% |
All | 0% |
Lightning | +6% |
Light | +19% |
Darkness | +6% |
Fire | +13% |
Nature | +9% |
Offense: Damage Penetration
Acid | +5% |
Light | +43% |
Temporal | +25% |
Darkness | +10% |
Physical | +10% |
Fire | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 88.139431127222 (93.292586063405%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 58 |
Physical Save | 55 |
Spell Save | 25 |
Mental Save | 61 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 65%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 54%( 70%) |
All | + 23%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 37%( 70%) |
Physical | + 70%( 70%) |
Mind | + 47%( 70%) |
Fire | + 70%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 50% |
Poison Resistance | 95% |
Blind Resistance | 100% |
Silence Resistance | 29% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.6 steam per turn. Can be activated for an instant burst of 88 steam. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 200% efficiency and cooldown mod of 52%. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-curse / Tiger aspect | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Chronomancy / Blink drake aspect | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Blood drake aspect | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cursed / Cursed form | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Restoration | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Tempest of Metal |
talent | Tiger Shape |
talent | Overheat Saws |
talent | Rabid Fury |
talent | Mitosis |
talent | Bone Scales |
detrimental effect | The target is suffering from distracting wounds, and has a 6% chance to fail to use a talent and injure itself for 282 physical damage. Fumble |
detrimental effect | The target is suffering from disabling wounds, reducing their critical strike damage by 70%. Scoundrel's Strategies |
beneficial effect | The target is rampaging! (+297% movement speed, +51% attack speed, +51% mind speed, +51% physical damage, +27 physical save, +27 mental save, 30/82 damage shrugged off this turn) Rampaging |
detrimental effect | The target is poisoned, taking 72.22 nature damage per turn. Healing received is reduced by 89%. Poison damage also hits adjacent targets for 50%. Deadly Poison |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Phased Wyrm |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You failed to protect the worried loremaster from death by Beliyamina the orc master wyrmic. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the worried loremaster from death by Siliyanor the forest wight. Escort: worried loremaster (level 2 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Aerudakira the cave troll. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the worried loremaster from death by Veloretira the lesser vampire. Escort: worried loremaster (level 6 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Kolthar. Escort: worried loremaster (level 8 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 has completed an elixir of avoidance without your aid. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed skeleton mage skull. * You've found the needed black mamba head. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Phys.save +12 (+4 eff.) Pinning- +70% Knockbk- +20% Teleport- +100% Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | ![]() 3.0 T1 shot ammo [Ego++] Master/Psionic Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 13 HP.leech +2% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 4 acid ----- def ----- Resists +3% light +6% blight Crit.dmg- 5.00% Phys.save +3 (+1 eff.) Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +17 Lck +1 Dex dps ---------- Phys.crit +8.0% Spell.crit +5% Mind.crit +6% Res.pen +10% physical Melee Ret 6 arcane ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +2% physical +11% lightning +15% fire +19% mind +15% cold Phys.save +3 (+1 eff.) Mind.save +18 (+4 eff.) Confus- +50% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 acid Dmg.mod +4% acid +3% fire Res.pen +5% fire Melee Ret 8 lightning ----- def ----- Armour +1 Fatigue +1% Resists +5% acid +6% cold +3% fire Disarm- +90% ---------- misc Talents +4 Iron Grip Unarmed combat: Power 99% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 acid On Hit: 10% Corrosive Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 5.9 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Apr +2 ----- def ----- Defense +30 (+10 eff.) Mind.save +6 (+1 eff.) Blind- +20% Poison- +20% Disease- +20% Silence- +29% Pinning- +10% ---------- misc Mana/turn +0.18 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +10 Resists +3% lightning +9% blight Max.HP +99.00 HP.reg +7.00 Heal.mod +13% Disarm- +25% Pinning- +25% Knockbk- +26% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% mind Heal.mod +11% Cut- +50% Confus- +21% Heal: Puts all charms on 35 cooldown Level 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 355 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 steamsaw 1H weapon [Rare] Master/Steamtech Power 158% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 HP.leech +10% Uses 1.0 Steam While equipped: Stats +2 Wil dps ---------- Spell.crit +6% S.pwr/crit +4 Dmg.mod +6% blight ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +10% HP.reg +4.00 Poison- +10% Disarm- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- 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! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.crit +5% Res.pen +25% temporal Melee Ret 6 temporal ----- def ----- Armour +4 Resists +27% lightning +9% light +6% blight Crit.dmg- 10.00% Disarm- +20% A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Psionic/Steamtech Power 150% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 HP.leech +10% Melee+ +20 arcane Uses 1.0 Steam When used to Attack: Melee+ +15 acid +27 physical While equipped: Stats +4 Wil +3 Con dps ---------- Dmg.mod +9% nature On shield block: * Cause enemies within radius 6 to bleed for 272 physical damage over 5 turns (1/turn) On Hit (Melee): * 20% chance to slow global speed by 56% On Melee Ret: * 12% chance to reduce armor by 27% ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +15% acid +19% physical +5% arcane Shield.near.proj +78 Proj.slow +24% ---------- 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! |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +1 Con dps ---------- Res.pen +5% acid Melee Ret 4 temporal On Hit (Melee): * 20% chance to reduce armor by 27% ----- def ----- Defense +9 (+3 eff.) Resists +3% acid +12% temporal +16% light +12% blight +13% fire +15% nature +30% lightning Phys.save +11 (+3 eff.) Stealth +10 Max.HP +51.00 HP.reg +6.00 Heal.mod +15% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% light +6% darkness Res.pen +10% darkness +5% light Melee Ret 8 darkness ----- def ----- Armour +16 Fatigue +22% Resists +52% acid +19% physical +26% fire +23% lightning +20% cold Disarm- +62% Stun/Frz- +73% Knockbk- +73% ---------- misc Cooldown Rush -10 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd 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 71%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T2 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to restore 234 stamina and air over 10 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to cleanse magic from the target, doing 155.00 manaburn damage, and dispelling a magical effect from the target. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] 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 create a protective shield absorbing and reflecting at most 275 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 430.00 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 spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 117.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 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 376 damage for 4 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. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +21% darkness Apr +3 ----- def ----- Resists +11% fire +10% cold ---------- misc Max.stam +20.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Dex +4 Mag +1 Cun dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ---------- misc Infravis +3 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +9 Wil dps ---------- Dmg.mod +6% mind Res.pen +25% cold ----- def ----- Resists +16% mind +9% cold Confus- +24% ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% temporal +18% nature +6% mind ----- def ----- Resists +18% nature Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +4 Con dps ---------- Crit.mult +10.00% Melee Ret 4 acid ----- def ----- Armour +6 Defense +15 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +20 Lck +7 Str dps ---------- Dmg.mod +6% arcane Res.pen +10% mind Acc +12 (+4 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Defense +17 (+6 eff.) Resists +20% mind +5% arcane Unseen.red 17% Confus- +36% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Mind.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- On Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 56% ----- def ----- Defense +8 (+3 eff.) Resists +3% lightning +12% acid +6% fire +6% nature +5% arcane Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Str +1 Con dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +6% temporal Res.pen +10% physical ----- def ----- Resists +4% physical Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 8 light ----- def ----- Defense +25 (+9 eff.) Resists +15% nature Spell.save +14 (+7 eff.) Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +6.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Dex +14 Wil +8 Con dps ---------- Res.pen +15% darkness ----- def ----- Max.HP +34.00 Disarm- +30% Pinning- +37% Knockbk- +26% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +8 Dex +4 Mag +4 Cun dps ---------- Spell.pwr +10 (+5 eff.) Melee Ret 4 lightning ----- def ----- Crit.dmg- 15.00% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Mind.pwr +25 (+8 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +2% physical Crit.dmg- 15.00% Max.HP +100.00 HP.reg +8.00 Stun/Frz- +44% ---------- misc Psi/ret +0.28 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% acid Res.pen +10% acid Melee Ret 4 acid ----- def ----- Resists +9% mind +6% acid Max.HP +53.00 Disarm- +64% Pinning- +84% Knockbk- +70% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +12% acid +22% fire +16% lightning +21% cold Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% lightning +9% blight Res.pen +15% darkness +25% blight Melee Ret 10 darkness 6 blight ----- def ----- Resists +12% blight ---------- misc Mana/turn +0.24 Max.mana +72.00 Max.P.En +15.00 Max.N.En +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +9 Wil dps ---------- Spell.crit +9% Spell.pwr +9 (+4 eff.) Dmg.mod +20% lightning +15% nature +9% arcane ----- def ----- Spell.save +15 (+7 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.28 Mana/s.crit +2.00 Max.mana +68.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +4% Spell.pwr +21 (+10 eff.) Melee+ 39 arcane Dmg.mod +58% darkness +9% blight Res.pen +15% mind ----- def ----- Resists +15% mind +6% blight ---------- misc Max.mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +12 (+6 eff.) Dmg.mod +27% nature +25% temporal Res.pen +15% nature +10% temporal Melee Ret 10 arcane ----- def ----- Resists +12% temporal Phys.save +13 (+4 eff.) Spell.save +13 (+6 eff.) Mind.save +13 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 battleaxe 2H weapon [Ego+] Nature Power 110% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% HP.leech +4% While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +5 Cun +5 Con Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 169% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% HP.leech +5% Melee+ +28 darkness Against +26% Living On Hit: * 20 arcane resource burn While equipped: Stats +21 Con +19 Wil dps ---------- Res.pen +17% all Acc +35 (+11 eff.) Apr +13 ----- def ----- Resists +3% cold +6% fire +9% nature +5% arcane Spell.save +15 (+7 eff.) Max.HP +119.00 Massive two-handed battleaxes. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 130% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% HP.leech +4% On Crit.r2 +8 darkness On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +3 Str +1 Mag +13 Wil +7 Con dps ---------- Phys.crit +12.0% Crit.mult +23.00% Res.pen +15% darkness Apr +10 ----- def ----- Max.HP +54.00 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Arcane Power 143% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +20 acid +19 fire While equipped: Stats +3 Str +5 Mag dps ---------- Dmg.mod +18% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 * 20% chance to reduce armor by 27% ---------- misc See.Invis +21 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Rare] Psionic Power 158% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +20 acid +12 lightning On Hit.r1 +12 blight On Crit.r2 +12 acid On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +27% acid Res.pen +20% blight +25% lightning On Hit (Melee): * 20% chance to reduce armor by 27% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Rare] Arcane Power 162% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +20 cold On Crit: * Splash the target with acid dealing 88 damage over 5 turns and reducing armor and accuracy by 11 While equipped: dps ---------- Dmg.mod +9% acid +18% fire +15% mind Res.pen +25% fire ----- def ----- Resists +15% cold +6% fire Massive two-handed swords. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature Power 137% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +7 Mag +13 Wil +7 Cun +16 Con ----- def ----- Max.HP +18.00 Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% HP.leech +4% While equipped: Stats +6 Cun dps ---------- Mind.crit +2% Crit.mult +14.00% Mind.pwr +4 (+1 eff.) ----- def ----- Resists +7% mind +9% blight Mind.save +3 (+0 eff.) ---------- misc Psi/turn +0.40 Max.psi +15.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% HP.leech +4% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +11.00% Mind.pwr +4 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 99% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +20 light On Hit.r1 +20 nature On Hit: * 20% chance to slow global speed by 56% * 20% chance to reduce all saves and defense by 29 While equipped: Stats +4 Dex +5 Wil dps ---------- Mind.crit +3% Mind.pwr +14 (+4 eff.) Dmg.mod +18% light ----- def ----- Resists +12% light ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +3% nature ----- def ----- Resists +8% blight Spell.save +6 (+3 eff.) Disease- +18% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 18 acid 9 physical 5 fire 6 lightning 7 cold Dmg.mod +12% acid Res.pen +10% acid ----- def ----- Resists +21% acid +4% physical +5% cold +3% fire +6% lightning HP.reg +3.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dwarven-steel ritual blade 'Unlightpyre' (109% power, 7 apr) dwarven-steel ritual blade 'Unlightpyre' (109% power, 7 apr)1.0 T3 ritual blade 1H weapon [Rare] Master Power 109% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR (max 50%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +8.0% Spell.crit +6% Dmg.mod +12% acid Res.pen +25% acid ----- def ----- Resists +20% darkness Crit.dmg- 15.00% ---------- misc See.Invis +24 Sharp, short and deadly. |
![]() 3.0 T4 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 138% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +72 Uses 1.0 Steam When used to Attack: Melee+ +16 arcane On Crit.r2 +33 light +32 fire While equipped: dps ---------- Crit.mult +20.00% On shield block: * Deals 79 light and fire damage to each enemy blocked ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +15% lightning +13% light +19% fire +5% arcane +15% mind Crit.dmg- 15.00% ---------- misc Mana/s.crit +2.00 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Rare] Master/Steamtech Power 155% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +72 On Hit: * 20% chance to reduce all saves and defense by 29 Uses 1.0 Steam While equipped: Stats +8 Str +2 Dex +8 Mag +5 Wil dps ---------- Mind.pwr +30 (+10 eff.) ----- def ----- Armour +5 Defense +8 (+3 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 [Ego++] Master/Steamtech Power 150% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +8 Str +6 Dex dps ---------- Phys.crit +10.0% Acc +10 (+3 eff.) ----- def ----- Armour +6 Defense +10 (+4 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 [Ego+] Master/Psionic/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +109 Uses 1.0 Steam When used to Attack: Melee+ +24 physical While equipped: Stats +3 Wil ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +23% acid +17% physical Shield.near.proj +49 Proj.slow +25% ---------- 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! |
![]() 4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +20 mind While equipped: Stats +8 Dex +8 Cun dps ---------- Mind.crit +4% ----- def ----- Resists +20% blight ---------- misc Max.psi +50.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +8 lightning On Hit: * 20% chance to reduce strength, dexterity, and constitution by 17 While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +15% lightning +21% blight Res.pen +25% blight Acc +11 (+4 eff.) Melee Ret 6 blight ----- def ----- Resists +18% lightning Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot [Rare] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Str +3 Mag dps ---------- Spell.crit +5% Phys.pwr +13 (+4 eff.) S.pwr/crit +10 Dmg.mod +30% arcane Res.pen +15% acid On Hit (Ranged): * 20% chance to reduce armor by 27% * 20% chance to reduce all saves and defense by 29 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot [Ego++] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Steampwr +11 (+3 eff.) Dmg.mod +14% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Str +5 Mag +5 Wil dps ---------- Mind.crit +4% Spell.pwr +12 (+6 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +11% lightning +8% physical +6% light +7% cold +9% all Res.pen +20% fire ----- def ----- Resists +6% lightning +7% cold +3% fire +9% all Mind.save +15 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+9 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+5 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +9 Mag +3 Wil +4 Cun +2 Con dps ---------- Spell.crit +7% Spell.pwr +8 (+4 eff.) Dmg.mod +22% light +12% darkness +23% mind Res.pen +15% darkness ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +23% mind +10% darkness +10% light +13% all Max.HP +46.00 ---------- misc Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +8% physical Phys.save +14 (+4 eff.) HP.reg +6.80 ---------- misc Stam/turn +1.90 A suit of armour made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +14 Defense +5 (+2 eff.) Fatigue +12% Resists +11% acid +14% cold HP.reg +6.60 ---------- misc Stam/turn +2.10 Breathe water A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str +1 Cun +2 Con dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Resists +6% temporal +3% fire Mind.save +6 (+1 eff.) ---------- misc Light +3 Infravis +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +6 Lck dps ---------- Dmg.mod +3% light +9% cold Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Stealth +6 ---------- misc T.Disarm +6 Light +2 Infravis +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Res.pen +10% mind ----- def ----- Resists +6% lightning +7% temporal +12% cold ---------- misc Infravis +1 See.Invis +6 A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) Dmg.mod +6% physical Res.pen +10% lightning Melee Ret 8 physical ----- def ----- Armour +2 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- Defense +13 (+5 eff.) Mind.save +7 (+1 eff.) Stealth +9 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +6% acid +6% fire +3% darkness +1% physical Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +6 Str +2 Con dps ---------- Acc +20 (+7 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane Spell.save +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +10 Wil dps ---------- Dmg.mod +6% mind +9% fire ----- def ----- Defense +9 (+3 eff.) Phys.save +6 (+2 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +25% mind On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Defense +2 (+1 eff.) Resists +15% lightning Mind.save +18 (+4 eff.) Die.at -80.00 life ---------- misc Hate/m.crit +3.00 Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Mag +1 Con ----- def ----- Defense +10 (+4 eff.) Resists +6% light Phys.save +7 (+2 eff.) HP.reg +4.00 Blind- +10% Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +1 Con dps ---------- Dmg.mod +6% physical On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Armour +1 Resists +9% cold +3% temporal Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+1 eff.) A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +1% Dmg.mod +3% acid Melee Ret 4 mind ----- def ----- Armour +1 HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% Phys.pwr +10 (+3 eff.) ----- def ----- Armour +1 Resists +5% lightning +5% temporal Phys.save +6 (+2 eff.) A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +7 Wil dps ---------- Mind.pwr +15 (+5 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Armour +1 Mind.save +3 (+0 eff.) ---------- misc Hate/m.crit +3.00 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +10 Lck +5 Dex dps ---------- Res.pen +25% darkness +5% mind Melee Ret 4 mind 8 fire ----- def ----- Armour +3 Resists +9% mind Stealth +6 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Wil +2 Cun +2 Con dps ---------- Res.pen +25% temporal ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+1 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +1 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +5% physical Apr +2 ----- def ----- Armour +7 Fatigue +2% HP.reg +2.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +5 Dex +3 Wil +2 Cun +2 Con dps ---------- Dmg.mod +12% cold ----- def ----- Armour +3 Fatigue +2% Resists +6% nature Phys.save +13 (+4 eff.) Mind.save +11 (+2 eff.) ---------- misc See.Invis +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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 35 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. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +1 Mag +3 Wil +3 Con dps ---------- Dmg.mod +3% acid Res.pen +20% cold Melee Ret 4 arcane ----- def ----- Armour +1 Resists +27% cold Disarm- +23% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 95% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Disarm 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +1 Unarmed combat: Power 97% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +7 Crit +1.0% Atk.spd 100% On Hit: 15% Perfect Strike 1 Steady Shot: Puts all charms on 20 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 187% damage with a 31% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 8 blight Dmg.mod +4% arcane +3% blight ----- def ----- Armour +2 Resists +5% blight Unarmed combat: Power 115% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 arcane On Crit.r2 +6 arcane +7 blight On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 131% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Psionic While equipped: dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 27 mind 21 darkness On Hit (Melee): * 18% chance to reduce all saves and defense by 29 ----- def ----- Armour +3 Fatigue +5% Mind.save -13 (-4 eff.) Unarmed combat: Power 134% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Reproach 5 Ruined Earth: Puts all charms on 20 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range 7 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 7 for 8 turns. Any who stand upon it are weakened, reducing the damage they inflict by 54% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Dex +5 Wil +5 Cun dps ---------- Phys.pwr +20 (+5 eff.) Acc +10 (+3 eff.) Apr +2 ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+2 eff.) Die.at -80.00 life ---------- misc Infravis +2 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +3 Str +3 Dex +3 Mag +2 Con ----- def ----- Defense +2 (+1 eff.) ---------- misc Equi/ret +1.50 Psi/ret +1.30 Hate/ret +1.40 Max.hate +10.00 A pointy cloth hat, very wizardly... |
torn swimming goggles torn swimming goggles2.0 T1 head armor [Unique] |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +16% light Res.pen +25% mind Melee Ret 10 mind 10 light On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Defense +2 (+1 eff.) Resists +42% light A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +6 Dex +4 Mag +2 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +3 Fatigue +3% Disease- +20% Confus- +20% Pinning- +10% A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex +3 Wil +3 Cun dps ---------- Dmg.mod +6% fire ----- def ----- Armour +3 Fatigue +3% Resists +12% fire Mind.save +6 (+1 eff.) ---------- misc Max.psi +50.00 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +5 Con ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Cun +5 Dex dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +5 Fatigue +4% Resists +6% lightning Die.at -60.00 life ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +4 Dex +4 Cun +3 Con dps ---------- Dmg.mod +9% acid +9% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +4 Fatigue +4% Resists +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
Iveriwe the Charmaim Iveriwe the Charmaim1.0 T3 wardstone armor [Rare] Arcane While equipped: Stats +10 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Melee Ret 10 fire ----- def ----- Defense +6 (+2 eff.) Resists +15% temporal +12% fire Dmg.red +3 all Spell.save +16 (+8 eff.) Mind.save +16 (+4 eff.) Proj.slow +20% Handheld warding devices |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con 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. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+3 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Mind.crit +1% Res.pen +15% mind ----- def ----- Mind.save +6 (+1 eff.) ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 Max.psi +20.00 Light +3 Infravis +2 See.Stealth +7 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex +3 Wil ----- def ----- Resists +9% light Crit.dmg- 5.00% Max.HP +40.00 ---------- misc Light +3 See.Invis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +5% Dmg.mod +6% mind On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Phys.save +5 (+1 eff.) Heal.mod +11% ---------- misc Equi/ret +0.08 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Str +7 Dex +1 Con dps ---------- Phys.crit +5.0% Mind.crit +5% Mind.pwr +5 (+1 eff.) ----- def ----- Armour +4 Defense +10 (+4 eff.) Resists +2% physical Mind.save +5 (+1 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +7 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +15% fire ----- def ----- Armour +6 Phys.save +8 (+2 eff.) Die.at -20.00 life Heal.mod +14% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 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.(126 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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. |
great healing salve [power 302] great healing salve [power 302]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 119% efficiency and 52% cooldown modifier. Heal 302 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +1 Dex +6 Mag +5 Con ----- def ----- Fatigue -5% Resists +6% mind While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 226 physical damage Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Str +4 Wil +2 Cun +4 Con dps ---------- Dmg.mod +15% cold Res.pen +20% lightning ----- def ----- Resists +6% cold Harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +1 Cun dps ---------- Phys.pwr +10 (+3 eff.) Acc +5 (+2 eff.) ----- def ----- Phys.save +3 (+1 eff.) Fire a magical bolt dealing 156 acid damage Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +4 Str dps ---------- Phys.crit +2.0% Apr +1 On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Resists +6% blight +9% light Die.at -40.00 life Fire a magical bolt dealing 220 cold damage Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +3 Str +3 Wil +3 Cun +1 Con dps ---------- On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 17 Create a shield absorbing up to 236 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 16% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% arcane +3% light Res.pen +10% arcane ----- def ----- Resists +9% lightning +12% light Create a radius 3 storm for 5 turns. Each turn, creatures within take 71 lightning damage and will be dazed for 1 turn (358 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 22% for 2 turns. 100% to gain a 30% chance to evade weapon attacks for 2 turns. 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Kolthar the Thalore Adventurer level 44
43rd Pyre 123rd year of Ascendancy at 08:19 see stats
By Kolthar the Thalore Adventurer level 31
5th Decay 122nd year of Ascendancy at 11:43 see stats
By Kolthar the Thalore Adventurer level 44
41st Pyre 123rd year of Ascendancy at 12:17 see stats
By Kolthar the Thalore Adventurer level 50
15th Dusk 123rd year of Ascendancy at 19:48 see stats
By Kolthar the Thalore Adventurer level 39
34th Pyre 123rd year of Ascendancy at 05:52 see stats
By Kolthar the Thalore Adventurer level 35
70th Regrowth 123rd year of Ascendancy at 23:06 see stats
By Kolthar the Thalore Adventurer level 50
4th Mirth 123rd year of Ascendancy at 08:37 see stats
By Kolthar the Thalore Adventurer level 38
2nd Pyre 123rd year of Ascendancy at 15:20 see stats
By Kolthar the Thalore Adventurer level 23
69th Haze 122nd year of Ascendancy at 08:34 see stats
By Kolthar the Thalore Adventurer level 34
58th Regrowth 123rd year of Ascendancy at 02:00 see stats
By Kolthar the Thalore Adventurer level 25
71st Haze 122nd year of Ascendancy at 00:49 see stats
By Kolthar the Thalore Adventurer level 31
5th Decay 122nd year of Ascendancy at 12:08 see stats
By Kolthar the Thalore Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 00:30 see stats
By Kolthar the Thalore Adventurer level 20
58th Haze 122nd year of Ascendancy at 20:16 see stats
By Kolthar the Thalore Adventurer level 30
3rd Decay 122nd year of Ascendancy at 11:21 see stats
By Kolthar the Thalore Adventurer level 40
34th Pyre 123rd year of Ascendancy at 20:40 see stats
By Kolthar the Thalore Adventurer level 50
3rd Mirth 123rd year of Ascendancy at 00:58 see stats
By Kolthar the Thalore Adventurer level 47
77th Pyre 123rd year of Ascendancy at 03:17 see stats
By Kolthar the Thalore Adventurer level 34
44th Regrowth 123rd year of Ascendancy at 06:56 see stats
By Kolthar the Thalore Adventurer level 47
58th Pyre 123rd year of Ascendancy at 10:35 see stats
By Kolthar the Thalore Adventurer level 50
4th Mirth 123rd year of Ascendancy at 04:28 see stats
By Kolthar the Thalore Adventurer level 41
36th Pyre 123rd year of Ascendancy at 22:38 see stats
By Kolthar the Thalore Adventurer level 25
71st Haze 122nd year of Ascendancy at 01:05 see stats
By Kolthar the Thalore Adventurer level 50
4th Mirth 123rd year of Ascendancy at 15:51 see stats
By Kolthar the Thalore Adventurer level 31
5th Decay 122nd year of Ascendancy at 11:43 see stats
By Kolthar the Thalore Adventurer level 31
5th Decay 122nd year of Ascendancy at 11:43 see stats
By Kolthar the Thalore Adventurer level 24
70th Haze 122nd year of Ascendancy at 03:19 see stats
By Kolthar the Thalore Adventurer level 14
1st Flare 122nd year of Ascendancy at 16:21 see stats
By Kolthar the Thalore Adventurer level 21
60th Haze 122nd year of Ascendancy at 19:05 see stats
By Kolthar the Thalore Adventurer level 16
31st Dusk 122nd year of Ascendancy at 05:47 see stats
By Kolthar the Thalore Adventurer level 38
7th Pyre 123rd year of Ascendancy at 08:09 see stats
By Kolthar the Thalore Adventurer level 43
40th Pyre 123rd year of Ascendancy at 18:49 see stats
Log
Glorana the weaver young hits Kolthar for 0 physical, 0 nature, 3 healing, 3 physical (3 total damage) [3 healing].
Minotaur stops bleeding.
Glorana the weaver young stops bleeding.
Kolthar fumbles and fails to use Blood Gush, injuring himself!
Kolthar shares damage with his oozes!
Fumble from Glorana the weaver young hits Kolthar for 58 physical damage.
Giant ice ant stops bleeding.
Giant ice ant is fully armored again.
Giant ice ant hits Kolthar for 0 cold damage.
Melee retaliation hits Minotaur for 4 lightning, 10 temporal, 8 darkness, 28 fire, 4 acid, 6 arcane (61 total damage).
Melee retaliation hits Giant ice ant for 8 lightning, 9 temporal, 8 darkness, 28 fire, 4 acid, 6 arcane (64 total damage).
Minotaur hits Kolthar for 0 physical damage.
Kolthar has shrugged off 82 damage and is ready for more.
Kolthar stops bleeding.
Talent Call of the Ooze is ready to use.
Talent Spacetime Tuning is ready to use.
Kolthar shares damage with his oozes!
Kolthar HEALS from nature damage!
Deadly Poison from Glorana the weaver young hits Kolthar for 24 nature, 17 healing (24 total damage) [17 healing].
Deadly Poison from Glorana the weaver young hits Bloated ooze for 27 nature damage.
Kolthar misses Glorana the weaver young.
Kolthar misses Glorana the weaver young.
Kolthar resists the vile poison!
Kolthar shares damage with his oozes!
Kolthar HEALS from nature damage!
Melee retaliation hits Glorana the weaver young for 8 lightning, 8 temporal, 7 darkness, 19 fire, 4 acid, 6 arcane, 8 lightning, 8 temporal, 7 darkness, 19 fire, 4 acid, 6 arcane (106 total damage).
Glorana the weaver young hits Kolthar for 0 physical, 0 nature, 3 healing, 0 physical (0 total damage) [3 healing].