
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Items Vault 1.7.0Donators/Buyers bonus! 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. 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:
ZOmnibus Addon Pack 1.7.4Combines 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: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Insane Adventure |
Sex | Female |
Race | Doomelf |
Class | Annihilator |
Level / Exp | 33 / 48% |
Size | big |
Lifes / Deaths | Killed by thought-forged bowman at level 16 on the 42nd Dusk 122nd year of Ascendancy at 12:26 0 / 7Killed by Cyrireda the golem at level 23 on the 23rd Haze 122nd year of Ascendancy at 02:57 Killed by Glanor the wolf at level 26 on the 57th Regrowth 123rd year of Ascendancy at 04:49 Killed by Glanor the wolf at level 26 on the 57th Regrowth 123rd year of Ascendancy at 06:07 Killed by giant spider at level 26 on the 57th Regrowth 123rd year of Ascendancy at 13:16 Killed by Neribeth the gwelgoroth at level 33 on the 20th Pyre 123rd year of Ascendancy at 17:20 Killed by Urkis, the High Tempest at level 33 on the 21st Pyre 123rd year of Ascendancy at 12:19 |
Primary Stats
Strength | 35 (base 16) |
Dexterity | 84 (base 60) |
Constitution | 39 (base 10) |
Magic | 38 (base 15) |
Willpower | 23 (base 10) |
Cunning | 87 (base 60) |
Resources
Life | -39/771 |
Steam | 100/100 |
Healing Factor | 1.476254336803 |
Regeneration | 19.56036996264 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 10 |
Infravision | 7 |
See Stealth | 52 |
See Invisible | 53 |
Offense: Mainhand
Damage | 86 |
Accuracy | 67 |
Crit Chance | 30% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 56 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Nature | +21% |
Lightning | +31% |
Darkness | +21% |
Cold | +20% |
Blight | +15% |
Acid | +15% |
Fire | +25% |
All | 0% |
Offense: Damage Penetration
Darkness | +23% |
Fire | +28% |
Arcane | +23% |
Mind | +33% |
All | +13% |
Defense: Base
Armour (hardiness) | 45 (68.914983985962%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 20 |
Mental Save | 36 |
Defense: Resistances
Lightning | + 61%( 70%) |
Acid | + 57%( 70%) |
Darkness | + 37%( 70%) |
Blight | + 28%( 70%) |
Physical | + 33%( 70%) |
Fire | + 33%( 70%) |
All | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 25% |
Poison Resistance | 33% |
Blind Resistance | 28% |
Disarm Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 75% |
Instadeath Resistance | 100% |
Knockback Resistance | 55% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 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 11.1 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 148% efficiency and cooldown mod of 69%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 163% efficiency and cooldown mod of 61%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 505% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Gadgets | 1.50 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Steamtech / Heavy weapons | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Porinn the snow giant thunderer. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by Cyravea the white wolf. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * '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.' * You've found the needed orc heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
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! | 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 +15 (+5 eff.) Pinning- +75% Knockbk- +25% Teleport- +100% Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | ![]() 3.0 T5 shot ammo [Ego+] Psionic Power 166% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Rld cld 6 Ranged+ +12 mind On Hit: * 10% chance to reduce all saves and defense by 35 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +51.00 Blind- +28% Confus- +15% ---------- misc Light +7 See.Stealth +13 See.Invis +8 Track: Puts all charms on 40 cooldown Level 3.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +140% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +5 Iron Grip Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Cun +4 Mag dps ---------- Res.pen +10% arcane ----- def ----- Crit.chn- 10.00% ---------- misc Light +3 Setup a psionic shield, reducing all damage taken by 147 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to reduce fatigue by 53% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Max.HP +40.00 HP.reg +5.00 Heal.mod +12% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +6% darkness ----- def ----- Resists +18% darkness +9% acid Max.HP +47.00 HP.reg +8.00 Heal.mod +14% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Str +2 Dex +7 Cun dps ---------- Dmg.mod +9% darkness Melee Ret 10 cold On Hit (Melee): * 20% chance to reduce damage dealt by 28% ---------- misc Masteries +0.20 Steamtech/Gadgets Amulets make your neck look great! |
In main hand | ![]() 4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +14 lightning +10 cold On Hit.r1 +8 mind On Hit: * chills your foe dealing 48 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Dmg.mod +22% lightning +20% cold +6% darkness Res.pen +20% mind +10% darkness +13% all Acc +18 (+4 eff.) Apr +15 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master/Psionic When used to Attack: Power 118% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +45 Melee+ +14 acid +14 physical While equipped: Stats +2 Con +2 Wil dps ---------- On Melee Ret: * 14% chance to reduce armor by 37% ----- def ----- Armour +10 Fatigue +8% Resists +19% lightning +12% physical +12% fire +11% acid Shield.near.proj +26 Proj.slow +14% Poison- +10% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +30% lightning +6% acid Max.HP +33.00 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 | ![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +11 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% all Poison- +23% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 56%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 144% efficiency and cooldown mod of 62%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 61%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.9 steam per turn. Can be activated for an instant burst of 70 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 535% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 513% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 fire, 4 nature, 3 physical 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 23 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 116.40 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 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 20% all resistance, you move 53% faster, and you are invisible (power 20). 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 139 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. 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 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 297 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Crit.mult +10.00% Mind.pwr +15 (+4 eff.) Dmg.mod +9% arcane Res.pen +5% mind ----- def ----- Resists +12% mind ---------- misc Masteries +0.17 Steamtech/Demolition Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +15% fire Res.pen +5% darkness Acc +4 (+1 eff.) Melee Ret 4 mind Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Resists +3% blight +12% mind Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Phys.pwr +11 (+3 eff.) Spell.pwr +11 (+4 eff.) Mind.pwr +23 (+6 eff.) Dmg.mod +12% blight +6% all Res.pen +15% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 * 20% chance to reduce damage dealt by 28% ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +10 Str +4 Mag +3 Wil +6 Con dps ---------- Res.pen +25% cold On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Phys.save +12 (+4 eff.) ---------- misc Light +2 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.58 cold and 10.49 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +5 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 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. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Psionic Power 131% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +20 acid +16 mind +20 temporal On Hit: * 26% chance to reduce all saves and defense by 35 While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +9% acid Melee Ret 10 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 35 Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Dmg.mod +15% blight +15% fire ----- def ----- Defense +10 (+4 eff.) Resists +9% temporal +9% fire Max.HP +80.00 Sharp, long, and deadly. |
![]() 1.0 T2 dagger 1H weapon [Rare] Psionic Power 104% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 temporal On Hit.r1 +8 acid On Hit: * 20% chance to reduce armor by 37% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +6% acid +21% temporal Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 37% * 20% chance to gain 10% of a turn (3/turn limit) Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +20 cold On Crit.r2 +8 darkness On Hit: * 10% chance to reduce damage dealt by 28% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 8 mind 6 darkness Dmg.mod +5% mind +17% darkness +18% arcane Res.pen +25% cold On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Resists +5% arcane ---------- 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 Reqs Wil 24 [Ego+] Nature Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) All.spd +4% Melee+ 8 fire Dmg.mod +4% nature +7% fire Res.pen +7% fire ----- def ----- Resists +3% blight +9% fire Disease- +13% ---------- 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. |
![]() 4.0 T3 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +12 cold On Hit.r1 +12 cold On Crit.r2 +15 lightning +7 cold Uses 2.0 Steam While equipped: dps ---------- Phys.crit +1.0% Mov.spd +27% Res.pen +8% lightning +12% cold +8% all Acc +14 (+3 eff.) Apr +8 ----- def ----- Resists +6% lightning +3% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T4 steamgun 1H weapon [Ego+] Arcane/Steamtech Mastery Autoloader 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 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 shot ammo [Random Unique] Nature/Master Power 155% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +10 Apr +5 Crit +5.5% Capacity 20 Ranged+ +22 fire +16 mind +20 arcane On Crit.r2 +16 arcane +11 fire 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 T2 shield armor Reqs Shield usage training [Ego] Disrupt/Master When used to Attack: Power 116% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +82 While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +12% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 132% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +123 On Hit: * 20% chance to slow global speed by 63% While equipped: Stats +5 Con dps ---------- On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +15 Fatigue +8% Resists +12% physical +6% nature +15% temporal Phys.save +7 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Dmg.mod +18% darkness +27% physical Res.pen +10% blight +25% cold Acc +25 (+6 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Resists +27% darkness +9% all ---------- misc Stam/turn +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+4 eff.) S.pwr/crit +10 Melee+ 10 acid 14 fire Dmg.mod +6% arcane Melee Ret 11 acid 10 fire ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +18% acid +17% fire Spell.save +3 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane/Nature While equipped: ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +13% light +14% darkness Max.HP +61.00 HP.reg +4.00 Heal.mod +14% A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Melee Ret 2 lightning ----- def ----- Resists +6% lightning +12% cold Max.HP +35.00 A belt that goes around your waist. |
![]() 2.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +3 Wil +8 Cun +5 Con dps ---------- Dmg.mod +7% physical Res.pen +10% lightning ----- def ----- Armour +3 Crit.chn- 15.00% Phys.save +8 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+4 eff.) HP.reg +7.00 Heal.mod +14% ---------- misc See.Invis +9 Size +1 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +20% light Melee Ret 4 lightning ----- def ----- Armour +5 Fatigue +2% Resists +3% cold ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Dex +3 Mag dps ---------- Dmg.mod +3% arcane Res.pen +15% arcane Apr +2 ----- def ----- Armour +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 13 temporal Ranged+ 12 temporal Dmg.mod +8% temporal Melee Ret 10 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Armour +2 Fatigue +3% Resists +9% temporal +12% darkness +6% cold Mind.save +6 (+3 eff.) HP.reg +4.00 Knockbk- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Max.HP +40.00 HP.reg +4.00 Disease- +20% ---------- misc Max.stam +30.00 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Cun dps ---------- Dmg.mod +18% darkness ----- def ----- Armour +6 Defense +3 (+1 eff.) Resists +6% lightning +7% temporal +7% light +6% fire +7% nature +7% acid +4% physical +6% blight +10% cold +3% mind +33% darkness Mind.save +25 (+10 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Mag +8 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Armour +7 Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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: 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 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning 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 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Dex dps ---------- Res.pen +15% physical ----- def ----- Resists +6% blight +3% fire +5% arcane Die.at -20.00 life Max.HP +43.00 Heal.mod +5% ---------- 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. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+3 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +4 Crit +4.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
great frost salve [power 34] great frost salve [power 34]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 61% cooldown modifier. Remove 2 physical effects and grants a frost aura (34% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 402] powerful healing salve [power 402]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 61% cooldown modifier. Heal 402 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 348] powerful pain suppressor salve [power 348]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 61% cooldown modifier. Let you fight up to -348 life and reduces all damage by 21% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Dex dps ---------- Res.pen +5% mind Melee Ret 4 mind ----- def ----- Resists +1% physical Phys.save +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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 totem charm [Ego] Nature Sting an enemy dealing 140 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Eraria the Doomelf Annihilator level 15
35th Dusk 122nd year of Ascendancy at 08:35 see stats
By Eraria the Doomelf Annihilator level 33
11st Pyre 123rd year of Ascendancy at 00:29 see stats
By Eraria the Doomelf Annihilator level 30
4th Pyre 123rd year of Ascendancy at 14:02 see stats
By Eraria the Doomelf Annihilator level 21
75th Dusk 122nd year of Ascendancy at 06:59 see stats
By Eraria the Doomelf Annihilator level 21
72nd Dusk 122nd year of Ascendancy at 22:58 see stats
By Eraria the Doomelf Annihilator level 6
77th Pyre 122nd year of Ascendancy at 13:13 see stats
By Eraria the Doomelf Annihilator level 10
6th Mirth 122nd year of Ascendancy at 21:56 see stats
By Eraria the Doomelf Annihilator level 20
62nd Dusk 122nd year of Ascendancy at 01:07 see stats
By Eraria the Doomelf Annihilator level 30
4th Pyre 123rd year of Ascendancy at 04:52 see stats
By Eraria the Doomelf Annihilator level 23
78th Dusk 122nd year of Ascendancy at 18:17 see stats
By Eraria the Doomelf Annihilator level 20
72nd Dusk 122nd year of Ascendancy at 16:59 see stats
By Eraria the Doomelf Annihilator level 17
54th Dusk 122nd year of Ascendancy at 13:46 see stats
By Eraria the Doomelf Annihilator level 26
57th Regrowth 123rd year of Ascendancy at 06:03 see stats
By Eraria the Doomelf Annihilator level 9
6th Mirth 122nd year of Ascendancy at 00:56 see stats
By Eraria the Doomelf Annihilator level 25
54th Regrowth 123rd year of Ascendancy at 17:10 see stats
By Eraria the Doomelf Annihilator level 33
20th Pyre 123rd year of Ascendancy at 06:26 see stats
By Eraria the Doomelf Annihilator level 21
74th Dusk 122nd year of Ascendancy at 21:25 see stats
By Eraria the Doomelf Annihilator level 14
2nd Dusk 122nd year of Ascendancy at 07:46 see stats
Log
Eraria uses Hypervision Goggles.
Eraria shoots!
Gwelgoroth's is vulnerable to attacks and effects!
Eraria's Rocket Pod hits Gwelgoroth for 161 fire, 4 lightning, 6 cold, 6 mind, 4 mind, 29 cold (209 total damage).
Eraria's Shoot hits Gwelgoroth for 198 physical, 8 lightning, 12 cold, 12 mind, 8 mind (238 total damage).
Eraria's Shoot killed Gwelgoroth!
Talent Grenade Launcher is ready to use.
Ran for 7 turns (stop reason: didn't move).
Urkis, the High Tempest casts Illuminate.
Ran for 3 turns (stop reason: detrimental status effect).
Eraria loses sight!
Something hits Eraria for (80 exoskeleton), 80 light (80 total damage).
Ran for 2 turns (stop reason: detrimental status effect).
Eraria's tinker attains critical power!
Phantasmal Shield hits Eraria for (38 exoskeleton), 38 light (38 total damage).
Eraria resists!
Something hits Eraria for (265 exoskeleton), 265 lightning (265 total damage).
Talent Hypervision Goggles is ready to use.
Ran for 2 turns (stop reason: taken damage).
Eraria resists!
Something hits Eraria for (117 exoskeleton), 117 lightning (117 total damage).
Something hits Eraria for (41 exoskeleton), 368 cold (368 total damage).
Eraria the level 33 doomelf annihilator was cooled to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.