















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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. 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. 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: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Stat Prerequisites 1.6.7Makes the game ignore attribute prerequisites for skills and items. When collecting stat boosting gear they become meaningless anyway. Superloads 'engine/interface/ActorInventory.lua:canWearObject' and 'engine/interface/ActorTalents.lua:canLearnTalent' in a non-destructive way. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Yeek |
Class | Adventurer |
Level / Exp | 28 / 23% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 41 (base 33) |
Dexterity | 16 (base 12) |
Constitution | 10 (base 12) |
Magic | 62 (base 58) |
Willpower | 75 (base 58) |
Cunning | 79 (base 58) |
Resources
Mana | 337/337 |
Life | 256/256 |
Paradox | 300 |
Insanity | 53/100 |
Psi | 382/382 |
Vim | 160/160 |
Steam | 100/100 |
Positive | 111/111 |
Stamina | 326/326 |
Equilibrium | 10 |
Healing Factor | 1.0000003099962 |
Regeneration | 7.6500023714711 |
Speed
Mental | -1.3766765505352E-12% |
Attack | -1.3766765505352E-12% |
Movement | +86.967548015726% |
Spell | -1.3766765505352E-12% |
Global | +300.07212032837% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
Offense: Mainhand
Damage | 146 |
Accuracy | 84 |
Crit Chance | 36% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 74 |
Accuracy | 84 |
Crit Chance | 38% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 27% |
Speed | 1 |
Cooldown Reduction | 6.6666666666667 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Fire | +3% |
Nature | +5% |
Physical | +5% |
Mind | +5% |
All | 0% |
Offense: Damage Penetration
Darkness | +40% |
Fire | +61% |
Nature | +50% |
Physical | +40% |
Mind | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 62.661215061775 (30%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 4 |
Physical Save | 30.8 |
Spell Save | 39.425 |
Mental Save | 40 |
Defense: Resistances
Lightning | + 25%( 70%) |
Acid | + 53%( 70%) |
Nature | + 18%( 70%) |
Blight | + 39%( 70%) |
Physical | + 21%( 70%) |
Fire | + 14%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Bleed Resistance | 20% |
Confusion Resistance | 55% |
Instadeath Resistance | 100% |
Stun Resistance | 50% |
Poison Resistance | 20% |
Disarm Resistance | 43% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 197 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.1 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -485 life. The duration and life will increase by 1% for every 1% life you have lost (currently 485 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Steamtech / Butchery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Stasis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Flux | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Meta | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Demonic pact | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Agility | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Rot | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Doom shield | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Steamtech / Physics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Steamtech / Chemistry | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Feedback | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Infestation |
talent | Arcane Shield |
talent | Jinxed Touch |
talent | Spellcraft |
talent | Hardened Core |
talent | Shielding |
talent | Grinding Shield |
talent | Energy Alteration |
talent | Thermal Shield |
talent | Energy Decomposition |
talent | Kinetic Shield |
talent | Reality Smearing |
talent | Overheat Saws |
talent | Mitosis |
talent | Beyond the Flesh |
talent | Phase Pulse |
talent | Righteous Strength |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+45% global speed). Clarity |
beneficial effect | The target is moving is 69% faster. 3 Celerity |
Quests
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 grave | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the temporal explorer from death by bee swarm. Escort: temporal explorer (level 2 of Trollmire) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed electric eel tail. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed snow giant kidney. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bear paw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
Psionic focus | ![]() 3.0 Encumbrance T4 mace 1H weapon [Ego+] Nature Weapon Damage 163% Range: 1.0x-1.4x Uses 156% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +55 fire While equipped: offense ------ Global Speed +5% Ignore resists +16% fire Blunt and deadly. |
Quiver | ![]() 3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 137% Range: 1.0x-1.2x Uses 40% Wil, 50% Mag, 131% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 11 Shots are used with slings to pummel your foes to death. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 122% Range: 1.0x-1.1x Uses 87% Wil, 50% Mag, 87% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Light source | ![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 4.5 Power cost 25 out of 25/25. Range 7 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 184.84 demonfire damage to everyone within 5 spaces and leaving flames which will deal an additional 184.84 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+1 eff.) Damage +9% darkness Accuracy +20 (+4 eff.) When Hit 2 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Armor +1 Fatigue +1% Resistance +6% fire Unlife -40.00 life A hat made of leather. Very stylish. |
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +4 Dex +5 Lck defense ------ Armor +1 Resistance +6% lightning +1% physical Spell save +3 (+1 eff.) Stealth +6 Disarm Resist +20% other ------- Infravision +1 A pair of boots made of leather. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +2 Con offense ------ Physical Power +10 (+2 eff.) Accuracy +20 (+4 eff.) Ignore Armor +2 defense ------ Unlife -40.00 life other ------- Stamina/turn +2.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life Regen +2.00 Stun Resist +28% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Cun +4 Mag offense ------ Spellpower +8 (+2 eff.) Move Speed +18% Accuracy +11 (+3 eff.) defense ------ Defense +10 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Effective talent level: 5.9 Power cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 44% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% lightning Stun Resist +22% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T1 steamsaw 1H weapon [Rare] Nature/Steamtech Weapon Damage 129% Range: 1.0x-1.5x Uses 156% Wil, 50% Mag Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 On-hit +7 nature Uses 1.0 Steam When used to Attack: Weapon Damage 111% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical On-hit +4 temporal While equipped: offense ------ Damage +3% fire Ignore resists +20% fire defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% Crit Resistance 15.00% Cut Resist +20% other ------- Talents +3 Flame Bolts +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Str +1 Con offense ------ Physical Crit +1.0% Physical Power +8 (+2 eff.) Ignore resists +10% nature When Hit 2 cold defense ------ Spell save +6 (+1 eff.) other ------- Stamina/turn +1.00 Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T1 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 130% Range: 1.0x-1.5x Uses 156% Wil, 50% Mag Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.5% Attack Speed 100% Block +14 Uses 1.0 Steam While equipped: offense ------ Physical Power +15 (+3 eff.) Accuracy +26 (+6 eff.) defense ------ Armor +2 Defense +18 (+6 eff.) Fatigue +4% Unlife -40.00 life Disarm Resist +23% other ------- Light +3 Talents +5 Cursed Arm +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex offense ------ Physical Power +15 (+3 eff.) Ignore resists +5% physical +15% darkness +15% nature Accuracy +4 (+1 eff.) Ignore Armor +5 defense ------ Defense +1 (+0 eff.) Unlife -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 55.72 to 69.65 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 82% efficiency and cooldown mod of 89%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 80%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 101% efficiency and cooldown mod of 71%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.4 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 143 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +3% darkness When Hit 4 darkness defense ------ Resistance +15% light other ------- Light +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil offense ------ Damage +15% arcane +6% fire Ignore resists +25% cold defense ------ Resistance +5% arcane +9% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +10% light +10% darkness Blind Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +15% temporal Pinning Resist +23% Knockbk Resist +25% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Str +3 Cun offense ------ Damage +18% mind Ignore resists +29% mind When Hit 12 lightning defense ------ Resistance +18% acid Confus Resist +23% Teleport Resist +23% other ------- Max hate +11.53 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +4 Str +2 Wil offense ------ Damage +11% nature defense ------ Resistance +22% nature +3% cold Crit Resistance 15.00% other ------- See Invis +12 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +6 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun offense ------ Physical Power +5 (+1 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+2 eff.) defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil defense ------ Mind save +8 (+2 eff.) Blind Resist +23% other ------- Infravision +3 See Stealth +9 See Invis +10 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+1 eff.) Blind Resist +20% other ------- Infravision +4 See Stealth +7 See Invis +9 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +4 Cun offense ------ Mind Crit +7% Damage +16% cold +12% nature +9% mind On-Hit (Melee): * 23% chance to slow global speed by 63% * 23% chance to reduce all saves and defense by 35 defense ------ Resistance +32% cold Mind save +21 (+6 eff.) other ------- Psi when Hit +0.36 Hate-on-crit +4.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: offense ------ Spellpower/crit +12 Damage +15% blight defense ------ Armor +18 Resistance +33% acid +15% cold +9% nature Crit Resistance 17.30% Life +44.00 Disarm Resist +39% Pinning Resist +67% Knockbk Resist +37% Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 127% Range: 1.0x-1.2x Uses 160% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 5.9 Power cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 231.17 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (462). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 155% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Gravity pin Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +8 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +25 (+7 eff.) Damage +20% physical +10% temporal defense ------ Resistance +15% physical other ------- Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Effective talent level: 5.9 Power cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 216.38 physical (gravity) damage. Each target moved beyond the first increases the damage by 27.05 (up to a maximum of 108.19 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 155% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Damage +30% lightning defense ------ Armor +12 Defense +11 (+4 eff.) other ------- Wards +3 lightning Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Master Weapon Damage 154% Range: 1.0x-1.5x Uses 180% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Physical Power +13 (+3 eff.) Ignore resists +16% physical defense ------ Disarm Resist +35% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Master Weapon Damage 183% Range: 1.0x-1.5x Uses 180% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Dex offense ------ Physical Crit +19.0% Combat Speed +10% Accuracy +20 (+4 eff.) Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 155% Range: 1.0x-1.7x Uses 191% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 147% damage. If the attack hits, the target's armour and saves are reduced by 23 for 8 turns. Also if the target is protected by a temporary damage shield there is 75% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Arcane Weapon Damage 169% Range: 1.0x-1.5x Uses 180% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +12 acid +20 light Damage Against +28% Undead On-Hit, radius 1 +23 cold +8 temporal On Hit: * 23% chance to reduce damage dealt by 28% * 23% chance to reduce armor by 38% While equipped: offense ------ Damage +9% cold defense ------ Resistance +9% darkness +35% acid Massive two-handed mauls. |
![]() 3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego] Arcane Weapon Damage 171% Range: 1.0x-1.4x Uses 156% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +27 Critical Rate +3.0% Attack Speed 100% Phasing +16% On-hit +16 cold Blunt and deadly. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 170% Range: 1.0x-1.4x Uses 156% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Crit: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 One-handed war axes. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 84% Range: 1.0x-1.1x Uses 90% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Dex +6 Wil offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +11% darkness +4% nature +8% mind Ignore resists +9% mind +6% darkness defense ------ Resistance +3% blight Crit Resistance 15.00% Spell save +2 (+1 eff.) Disease Resist +12% other ------- Max hate +4.00 Light +1 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 Encumbrance T3 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 93% Range: 1.0x-1.1x Uses 90% Wil, 50% Mag, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +16 light On-Hit, radius 1 +23 lightning On-crit, radius 2 +23 lightning While equipped: offense ------ Mind Crit +3% Critical power +23.07% Mindpower +21 (+5 eff.) Ignore Shields +35% defense ------ Spell save +21 (+4 eff.) Mind save +7 (+2 eff.) other ------- Max psi +30.00 Light +3 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 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 111% Range: 1.0x-1.1x Uses 90% Wil, 50% Mag, 30% Cun Damage Darkness Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +20 Critical Rate +2.0% Attack Speed 100% While equipped: Stats +4 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +15 (+4 eff.) Damage +10% mind +10% darkness other ------- Masteries +0.20 Psionic/Nightmare +0.20 Cursed/Fears Waking Nightmare: Effective talent level: 4.5 Power cost 40 out of 40/40. Range 7 Travel.spd instantaneous Is: a mind power Description: Inflicts 37.04 darkness damage each turn for 8 turns, and has a 36% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 96% Range: 1.0x-1.1x Uses 90% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +7% nature defense ------ Resistance +6% blight Mind save +7 (+2 eff.) Disease Resist +15% other ------- Max psi +27.00 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 Encumbrance T4 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 106% Range: 1.0x-1.1x Uses 90% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-hit +20 physical On-crit, radius 2 +23 physical While equipped: Stats +6 Dex +10 Cun +4 Con offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Ignore Armor +10 defense ------ Mind save +9 (+3 eff.) other ------- Max psi +42.00 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 Encumbrance T1 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 128% Range: 1.0x-1.5x Uses 156% Wil, 50% Mag Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +8 On-hit +12 mind On-Hit, radius 1 +12 darkness Uses 1.0 Steam When used to Attack: Weapon Damage 111% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical On-hit +8 mind While equipped: Stats +5 Cun offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +2 Defense +7 (+2 eff.) Fatigue +4% Resistance +6% darkness Disarm Resist +23% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T1 steamsaw 1H weapon [Rare] Psionic/Steamtech Weapon Damage 131% Range: 1.0x-1.5x Uses 156% Wil, 50% Mag Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 Uses 1.0 Steam When used to Attack: Weapon Damage 111% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Block +40 On-hit +13 physical While equipped: Stats +1 Wil defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% Resistance +6% acid +12% physical +3% temporal Crit Resistance 15.00% Windwall +21 Slow Projectiles +13% Pinning Resist +20% Teleport Resist +20% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Weapon Damage 142% Range: 1.0x-1.5x Uses 156% Wil, 50% Mag Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 Uses 1.0 Steam When used to Attack: Weapon Damage 111% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical On-hit +12 acid While equipped: Stats +1 Con offense ------ Damage +3% acid When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 38% * 20% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 10% chance to reduce armor by 38% defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% Resistance +30% acid other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 145% Range: 1.0x-1.5x Uses 156% Wil, 50% Mag Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +44 On-Hit, radius 1 +16 arcane On-crit, radius 2 +23 fire On Hit: * 23% chance to reduce damage dealt by 28% Uses 1.0 Steam When used to Attack: Weapon Damage 111% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical On-Hit, radius 1 +23 darkness While equipped: offense ------ Damage +9% darkness Ignore resists +29% lightning When Hit 12 arcane defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Resistance +18% lightning +23% cold +6% arcane other ------- 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 Encumbrance T4 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 166% Range: 1.0x-1.5x Uses 156% Wil, 50% Mag Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +10.0% Attack Speed 100% Block +65 On-hit +12 darkness On-crit, radius 2 +16 physical Uses 1.0 Steam While equipped: offense ------ Physical Crit +9.0% Ignore resists +20% physical Accuracy +30 (+6 eff.) defense ------ Armor +5 Defense +8 (+3 eff.) Fatigue +10% Resistance +5% physical other ------- 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! |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego+] Master Weapon Damage 111% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +3 Str offense ------ Physical Power +9 (+2 eff.) Ignore resists +8% all Accuracy +9 (+2 eff.) Ignore Armor +8 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T4 sling 1H weapon Reqs Dex 35 Shoot [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +15 acid While equipped: Stats +2 Str offense ------ Damage +19% acid defense ------ Defense +35 (+10 eff.) Resistance +12% blight +18% light Crit Resistance 17.30% Stun Resist +23% other ------- Light +3 See Invis +21 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T1 shot ammo [Ego+] Nature Weapon Damage 132% Range: 1.0x-1.2x Uses 40% Wil, 50% Mag, 131% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 21 On Hit: * 20% chance to create vines that bind the target to the ground dealing 234 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training Dex 24 [Ego+] Nature/Psionic When used to Attack: Weapon Damage 153% Range: 1.0x-1.2x Uses 156% Wil, 50% Mag Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +80 On-hit +21 physical While equipped: Stats +3 Wil defense ------ Armor +6 Fatigue +8% Resistance +16% blight +15% physical +15% nature Windwall +57 Slow Projectiles +19% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training Dex 35 [Ego++] Arcane When used to Attack: Weapon Damage 176% Range: 1.0x-1.2x Uses 156% Wil, 50% Mag Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +146 On-hit +18 fire +18 light +15 darkness While equipped: Stats +5 Str +5 Cun +8 Mag offense ------ Damage +18% light +16% darkness When Hit 22 fire defense ------ Armor +8 Fatigue +8% Resistance +16% fire +13% light +18% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training Dex 35 [Ego+] Nature/Disrupt When used to Attack: Weapon Damage 176% Range: 1.0x-1.2x Uses 156% Wil, 50% Mag Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +146 While equipped: Stats +6 Con offense ------ On-Hit 21 acid 17 nature On-Hit (Melee): * 15 arcane resource burn On Melee Ret: * 9 arcane resource burn * 23% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +8 Fatigue +8% Resistance +17% acid +15% temporal +9% nature other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training Dex 28 [Unique] Arcane When used to Attack: Weapon Damage 178% Range: 1.0x-1.2x Uses 156% Wil, 50% Mag Damage Darkness Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +200 While equipped: offense ------ When Hit 10 darkness defense ------ Armor +9 Defense +12 (+4 eff.) Ranged Defense +15 (+5 eff.) Fatigue +28% other ------- Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield Shadow Power +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +4 (+1 eff.) Damage +12% acid +10% physical +11% fire +13% cold defense ------ Resistance +14% acid +14% physical +11% fire +13% cold +9% all Mind save +20 (+6 eff.) other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Spellpower +11 (+3 eff.) Mindpower +3 (+1 eff.) Damage +7% all defense ------ Resistance +9% all Mind save +19 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +31.00 Life Regen +3.00 other ------- Stamina/turn +1.30 A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +9% physical +16% light +17% darkness Physical save +15 (+5 eff.) A suit of armour made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Ego+] Nature/Master While equipped: Stats +3 Str +3 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Life +62.00 A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor [Ego+] Arcane/Master While equipped: defense ------ Armor +9 Defense +2 (+1 eff.) Fatigue +7% Resistance +12% light +12% darkness Physical save +7 (+2 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Disrupt/Master While equipped: defense ------ Armor +19 Defense +3 (+1 eff.) Fatigue +12% Resistance +15% nature +14% blight Resist Against +9% Unnatural A suit of armour made of mail. |
![]() 17.0 Encumbrance T3 massive armor [Ego] Master/Psionic While equipped: defense ------ Armor +25 Fatigue +22% Resistance +8% mind Mind save +18 (+6 eff.) A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +5 Dex +6 Wil +11 Cun +8 Lck offense ------ Against +23% Summoned defense ------ Resist Against +20% Summoned Stealth +10 other ------- Disarm Traps +20 Infravision +4 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil defense ------ Defense +11 (+4 eff.) Crit Resistance 5.00% Mind save +6 (+2 eff.) Silence Resist +20% Disarm Resist +20% Pinning Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 28% defense ------ Defense +16 (+5 eff.) Crit Resistance 5.00% Physical save +6 (+2 eff.) Poison Resist +10% Disease Resist +20% Knockbk Resist +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 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +1 Dex +3 Mag +3 Wil +2 Cun offense ------ Physical Crit +2.0% Spell Crit +5% Physical Power +3 (+1 eff.) Damage +3% acid Ignore resists +20% acid defense ------ Defense +2 (+1 eff.) Fatigue -2% other ------- See Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Mind Crit +3% Critical power +10.00% Mindpower +10 (+3 eff.) Damage +3% mind defense ------ Armor +1 Fatigue -5% Physical save +6 (+2 eff.) other ------- Encumbrance +22 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +4 Dex +6 Lck offense ------ Critical power +15.00% Ignore resists +10% physical On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +1 Resistance +3% lightning Spell save +6 (+1 eff.) Stealth +6 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Con +4 Wil offense ------ Mindpower +7 (+2 eff.) Move Speed +50% Ignore resists +10% arcane +8% physical defense ------ Armor +4 Fatigue +3% Resistance +6% darkness +3% light Mind save +9 (+3 eff.) Poison Resist +23% Blindside: Puts all charms on 25 cooldown Effective talent level: 4.5 Power cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 121% Range: 1.0x-1.1x Uses 87% Wil, 50% Mag, 87% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit 3 Flamespit: Effective talent level: 4.5 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 88.08 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex offense ------ Damage +6% arcane Ignore resists +25% arcane defense ------ Armor +5 Fatigue +1% Resistance +3% light +3% darkness +5% arcane Stun Resist +20% A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +1 Defense +15 (+5 eff.) Fatigue +1% Resistance +6% temporal +5% cold +6% fire Crit Resistance 5.00% Mind save +3 (+1 eff.) A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Str +4 Con defense ------ Armor +4 Fatigue +4% Resistance +10% lightning +10% temporal Physical save +11 (+3 eff.) Mind save +9 (+3 eff.) Battle Cry: Puts all charms on 28 cooldown Effective talent level: 4.5 Power cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 7, lowering their Defense by 32 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 1.0 Encumbrance 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 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +12% blight +3% temporal +3% arcane +6% fire When Hit 11 fire defense ------ Resistance +6% fire other ------- 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(130 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Resistance +7% darkness +8% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 5.9 Power 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 19 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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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. |
![]() 2.0 Encumbrance 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 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 436.72 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 Encumbrance 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 Encumbrance T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 304 mind damage and silencing them for 4 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: Stats +3 Cun offense ------ Mind Crit +2% defense ------ Resistance +12% blight +3% nature +6% light Spell save +6 (+1 eff.) other ------- Equi when Hit +0.04 Psi when Hit +0.08 Blast the opponent's mind dealing 494 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to reduce fatigue by 60% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to mainhand When attached: 13% chance to trigger a Blood Spray cast of level 5 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +5 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +5 Farstrike Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +5 Frost Grab Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 2.0 Encumbrance 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. |
Achievements
By testing the Yeek Adventurer level 24
77th Dusk 122nd year of Ascendancy at 00:10 see stats
By testing the Yeek Adventurer level 10
4th Flare 122nd year of Ascendancy at 22:47 see stats
By testing the Yeek Adventurer level 20
55th Dusk 122nd year of Ascendancy at 02:55 see stats
By testing the Yeek Adventurer level 27
79th Dusk 122nd year of Ascendancy at 15:57 see stats
By testing the Yeek Adventurer level 24
76th Dusk 122nd year of Ascendancy at 16:45 see stats
By testing the Yeek Adventurer level 26
79th Dusk 122nd year of Ascendancy at 04:36 see stats
By testing the Yeek Adventurer level 10
5th Dusk 122nd year of Ascendancy at 09:24 see stats
By testing the Yeek Adventurer level 26
79th Dusk 122nd year of Ascendancy at 02:16 see stats
By testing the Yeek Adventurer level 15
18th Dusk 122nd year of Ascendancy at 09:56 see stats
Log
Talent Osmosis Shield is ready to use.
Talent Resonance Field is ready to use.
Talent Redux is ready to use.
Talent Time Shield is ready to use.
Rested for 103 turns (stop reason: all resources and life at maximum).
Lore found: Spellhunter's Guide part 1: How to Detect a Spellweaver
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 3 turns (stop reason: learnt lore).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Testing picks up ( .): grounding dwarven-steel helm of ire (0 def, 4 armour).
Testing picks up ( .): turquoise.
Testing picks up ( .): impenetrable dwarven-steel mail armour of natural resilience (3 def, 19 armour).
Testing picks up ( .): noble's hardened leather belt of burglary.
Testing picks up (2.): nature's thorny mindstar of clarity (96% power, 24 apr, nature damage).
There is a next level here (press '' or right click to use).
Ran for 25 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 11 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 11 turns (stop reason: at exit).