












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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:
Items Vault 1.7.6Donators/Buyers bonus! Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. 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:
Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- 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 | Orcs |
Mode | Nightmare Adventure |
Sex | Female |
Race | Orc |
Class | Artificer |
Level / Exp | 22 / 0% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 24 (base 14) |
Dexterity | 23 (base 11) |
Constitution | 27 (base 11) |
Magic | 17 (base 11) |
Willpower | 33 (base 11) |
Cunning | 59 (base 51) |
Resources
Life | 580/580 |
Stamina | 200/200 |
Steam | 100/100 |
Healing Factor | 1.2886945338482 |
Regeneration | 1.6108681673103 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 2 |
See Stealth | 7 |
See Invisible | 11 |
Offense: Mainhand
Damage | 31 |
Accuracy | 28 |
Crit Chance | 26% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 28 |
Crit Chance | 26% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 32.5 (63.579428603723%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 13 |
Physical Save | 30 |
Spell Save | 24 |
Mental Save | 32 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 6%( 70%) |
Cold | + 47%( 70%) |
All | + 3%( 70%) |
Darkness | + 14%( 70%) |
Light | + 6%( 70%) |
Temporal | + 6%( 70%) |
Physical | + 6%( 70%) |
Lightning | + 19%( 70%) |
Fire | + 12%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 14% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 259 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 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: 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 444% 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. |
Class Talents
Cunning / Power user | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Accessory crafting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Experimental imbuing | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Toolsmithing | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Imbuing | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Armorsmithing | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Weaponsmithing | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Inventory management | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Regalia |
beneficial effect | +7 raw spellpower, +21 raw mindpower Power Blast |
beneficial effect | The target has increased resistances: 4.02% lightning, 2.68% temporal, 2.68% light, 4.02% fire, 4.02% nature, 2.68% acid, 2.68% physical, 2.68% blight, 4.02% cold, 2.68% arcane, 1.34% darkness Power Ward |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% fire / +6% cold A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 122% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 24 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 170 physical damage Damage (Ranged): +12 physical Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Con Damage affinity(heal): +4% fire / +4% temporal Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +7 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Heavy armour training - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
On hands | ![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +7 Physical power: +7 (+3 eff.) Armour: +6 Changes resistances: +7% blight Talent granted: +1 Sand Shredder Spell save: +10 (+5 eff.) Mental save: +5 (+3 eff.) Maximum life: +45.00 When used to modify unarmed attacks: Power: 122% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). On weapon hit: * 13% chance to slow global speed by 54% * 15% chance to reduce armor by 16% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 150 physical damage Activation puts all charms on cooldown for 13 turns. Crafted by: Arada Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +8 Defense: +9 (+4 eff.) Fatigue: -5% Maximum encumbrance: +22 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 114% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str / +6 Dex / +5 Wil Blindness immunity: +14% Infravision radius: +2 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +8 Con / +6 Wil Talent mastery: +0.20 Wild-gift / Fungus Maximum life: +14.00 It can be used to regenerate 76 life over 5 turns Activation puts all charms on cooldown for 17 turns. Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Weapon Aptitude Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +7.0% Changes stats: +2 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +9 (+4 eff.) Changes resistances: +12% lightning / +15% cold Physical save: +10 (+5 eff.) Stun/Freeze immunity: +20% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Armour Hardiness: +20% Defense: +3 (+1 eff.) Fatigue: +12% Physical save: +7 (+4 eff.) A suit of armour made of mail. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 80% efficiency and cooldown mod of 79%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 92% efficiency and cooldown mod of 92%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +22% cold Changes damage: +11% cold Maximum encumbrance: +20 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+4 eff.) Rings make your fingers look great! |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 125% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 6 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +10 blight When wielded/worn: Physical crit. chance: +9.0% Disease immunity: +17% Massive two-handed battleaxes. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Strike your target with a blast of Fire dealing 76 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. Damage (Melee): +7 light Damage (radius 1) on hit: +7 darkness Damage against: +12% Vermin / +13% Spiderkin When wielded/worn: Accuracy: +18 (+9 eff.) Armour penetration: +10 Changes resistances penetration: +5% darkness Critical mult.: +18.00% Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Pinning immunity: +20% Healing mod.: +5% Sharp, short and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage * 25% chance to afflict the target with Bleed, causing 98 Physical damage over 5 turns. Damage (Melee): +4 acid Damage (radius 1) on hit: +20 acid When wielded/worn: Accuracy: +21 (+10 eff.) Armour penetration: +17 Effects on melee hit: * 10% chance to reduce armor by 16% Changes resistances penetration: +15% acid / +16% all Changes damage: +7% physical Mindpower: +12 (+4 eff.) Massive two-handed mauls. |
![]() Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +8 light / +11 cold When wielded/worn: Changes damage: +15% cold Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 fire damage (1/turn) On weapon crit: * Strike your target with a blast of Arcane energy dealing 50 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. Damage against: +11% Horror / +15% Demon When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Changes resistances: +6% mind Changes resistances penetration: +20% fire Changes damage: +3% nature / +16% fire Critical mult.: +40.00% Spell save: +6 (+3 eff.) Disarm immunity: +20% Only die when reaching: -20.00 life Sharp, long, and deadly. |
![]() Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 82% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12 arcane resource burn When wielded/worn: Changes resistances: +3% arcane Talent granted: +1 Attune Mindstar Physical save: +2 (+1 eff.) Spell save: +3 (+2 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +0.90 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
![]() Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 109% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +25 On weapon crit: * Strike your target with a blast of Arcane energy dealing 50 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. Damage against: +8% Horror / +5% Demon Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Talent granted: +1 Block Critical mult.: +10.00% 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! |
![]() Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 110% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +24 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +3 Str / +2 Dex Talent granted: +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! |
![]() Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 109% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +23 On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Attacks use: 1.0 Steam When used to attack (with talents): Damage (radius 2) on crit: +16 light / +14 fire When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% On shield block: * Deals 15 light and fire damage to each enemy blocked Changes resistances: +7% light / +5% fire Talent granted: +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! |
![]() Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con One-handed war axes. |
![]() Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to afflict the target with Wasting, causing 19 Temporal damage over 5 turns. On weapon crit: * Strike your target with a blast of Arcane energy dealing 50 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. Damage against: +7% Horror / +7% Demon When wielded/worn: Changes damage: +7% temporal Critical mult.: +15.00% Spellpower: +4 (+1 eff.) One-handed war axes. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex / +2 Wil / +1 Cun Mental save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Damage (Melee): 5 light Damage when hit (Melee): 10 mind / 8 blight Changes resistances: +8% light / +6% acid Changes resistances penetration: +5% mind Changes damage: +3% blight / +5% light / +12% mind When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Searing Light (20% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training - Strength 48 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +5 Str / +7 Dex Changes resistances: +16% acid / +6% physical / +14% fire Changes damage: +9% acid / +15% nature Reduced damage from: +6% Demon Physical save: +33 (+14 eff.) A suit of armour made of mail. |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Masteries: * +0.1 Wild-gift / Fungus Life regen: +2.00 Healing mod.: +20% Use talent when activated: Bloom Heal level 1 Costs 40/40 power Affinity: mindstar Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes damage: * +15% temporal * +15% physical * +15% light * +15% darkness Cooldown Reduction: * Twilight 1 turns * Moonlight Ray 1 turns * Searing Light 1 turns P.Energy each turn: +0.10 N.Energy each turn: +0.10 Affinity: staff Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage conversion: 50% darkness On hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Use talent when activated: Invoke Darkness level 3 Costs 20/20 power Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: On hit: * 10 - 30% chance to reduce armor by 16% While equipped: Damage (melee): 5 - 10 acid Melee retaliation: 1 - 21 acid Affinity: shield Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes stats: * +3 - +9 Con * +3 - +9 Mag Spell save: +10 - +25 Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +15 Defense: +5 - +15 Disarm immunity: +20% - +50% Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On hit: * 25% chance to afflict the target with Lightburn, causing 15 Light damage over 5 turns and reduces their armor by 2 for the duration. While equipped: Changes damage: * +5% - +20% light Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Vim when firing critical spell: +1.00 - +6.00 Maximum vim: +10.00 - +40.00 Spellpower: +2 - +12 Spell crit. chance: +5% - +10% Affinity: staff Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Healing mod.: +10% - +30% Heals friendly targets nearby when you use a nature summon: +10 - +60 Affinity: mindstar Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 lightning Affinity: ranged Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% nature * +10% - +20% blight Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Life regen: +1.00 - +11.00 Maximum life: +20.00 - +80.00 Healing mod.: +10% - +20% Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Critical mult.: +10.00% - +20.00% Spellpower: +2 - +5 Spell crit. chance: +1% - +3% Mindpower: +2 - +5 Mental crit. chance: +1% - +3% Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% acid Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% arcane Affinity: shield Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage against: +5% - +20% Demon, +5% - +20% Horror On crit: * Strike your target with a blast of Arcane energy dealing 50 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: Critical mult.: +10.00% - +30.00% Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: On crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Physical crit. chance: +5.0% - +15.0% Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +7% - +17% acid * +7% - +17% cold * +7% - +17% fire * +7% - +17% lightning * +2% - +10% all Spell save: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 light Damage against: +5% - +30% Undead Affinity: ammo Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes stats: * +2 - +10 Dex Affinity: amulet Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 nature Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Modifies crafted object: Weapon combat: Damage against: +5% - +20% Spiderkin, +5% - +20% Vermin On crit: * Strike your target with a blast of Fire dealing 76 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. While equipped: Critical mult.: +10.00% - +30.00% Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% fire Affinity: shield Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Modifies crafted object: When activated: Heal yourself and all friendly characters within 10 spaces Puts all charms on cooldown for 15 turns Affinity: totem This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Armour: +4 - +10 Fatigue: -4% - -10% Physical save: +5 - +15 Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Life regen: +0.50 - +2.00 Maximum life: +10.00 - +50.00 Affinity: mindstar Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Base Damage: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 temporal While equipped: Changes resistances: * +5% - +20% temporal Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: Weapon combat: Damage against: +5% - +30% Unnatural While equipped: Changes stats: * +1 - +7 Wil Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +25 Armour penetration: +5 - +15 Changes resistances penetration: * +5% - +15% all Affinity: ranged Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: While equipped: Changes resistances: * +50% of staff elemental bonus Affinity: staff This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% light * +10% - +20% darkness Affinity: shield Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Maximum life: +20.00 - +60.00 Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Damage (melee): 4 - 20 physical Changes resistances: * +4% - +20% physical Changes resistances penetration: * +4% - +20% physical Changes damage: * +4% - +20% physical Affinity: mindstar Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Modifies crafted object: When activated: Create a damage-absorbing shield on yourself and all friendly characters within 10 spaces Puts all charms on cooldown for 20 turns Affinity: wand This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Modifies crafted object: When activated: Summon a resilient tentacle. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them Affinity: totem This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Armour Penetration: +5 - +10 Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Steampower: +2 - +12 Affinity: belt Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 4 - 29 darkness Accuracy: +3 - +13 Crit. chance: +3.0% - +13.0% Talent on crit: Dominate (10% chance). While equipped: Accuracy: +5 - +15 Changes stats: * +1 - +6 Cun Changes resistances: * +5% - +15% darkness Infravision radius: +1 - +4 Use talent when activated: Track level 2 Puts all charms on cooldown for 15 turns Affinity: hands Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes stats: * +5 - +20 Mag * +5 - +20 Wil * +5 - +20 Cun Spellpower on spell critical (stacks up to 3 times): +5 - +10 Affinity: staff Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 10 - 20 light, 10 - 20 darkness While equipped: Changes stats: * +1 - +11 Cun * +1 - +11 Mag Changes resistances: * +10% - +20% light * +10% - +20% darkness Changes damage: * +10% - +20% light * +10% - +20% darkness Affinity: shield Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 blight On hit: * 5 - 30% chance to reduce strength, dexterity, and constitution by 6 Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: While equipped: Armour: +4 - +8 Defense: +4 - +8 Maximum wards: * +2 of staff elemental bonus Learn talent(s): * +1 - +5 Ward Affinity: staff This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes stats: * +1 - +6 Wil * +1 - +6 Mag Maximum mana: +10.00 - +110.00 Spellpower: +2 - +12 Affinity: staff Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 10 - 20 lightning While equipped: Melee retaliation: 1 - 31 lightning Changes stats: * +1 - +6 Dex Changes resistances: * +10% - +20% lightning Affinity: shield Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Changes stats: * +2 - +8 Cun Critical mult.: +5.00% - +25.00% Affinity: mindstar Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Critical mult.: +10.00% - +20.00% Spell crit. chance: +5% - +15% Affinity: staff Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Base Damage: +5 - +15 Affinity: ammo Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Armour: +2 - +12 Armour Hardiness: +2% - +12% Physical save: +2 - +12 Affinity: staff Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On hit: * Create an explosion dealing 15 damage (1/turn) While equipped: Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Changes damage: * +5% - +25% mind Psi when firing a critical mind attack: +1.00 - +5.00 Mindpower: +1 - +6 Mental crit. chance: +1% - +6% Affinity: mindstar Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Burst on hit (radius 1): 5 - 20 fire Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 cold Affinity: ranged Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 darkness Damage against: +5% - +20% Living Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Damage (melee): 3 - 15 mind, 3 - 15 darkness Changes damage: * +2% - +10% mind * +2% - +10% darkness Affinity: mindstar Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Armour: +5 - +20 Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: Weapon combat: On crit: * Deals 73 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +10% - +30% cold * +10% - +30% fire Affinity: amulet Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Accuracy: +5 - +15 Damage conversion: 10% acid, 10% light While equipped: Damage (melee): 3 - 8 acid, 3 - 8 light Changes damage: * +2% - +7% acid * +2% - +7% light Spell save: +5 - +10 Affinity: hands Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: Weapon combat: On hit: * 10 - 25 arcane resource burn Affinity: ammo Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Psi each turn: +0.10 - +0.40 Mindpower: +2 - +6 Mental crit. chance: +2% - +6% Affinity: hat Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +2% - +10% blight Changes damage: * +2% - +10% nature Disease immunity: +10% - +25% Affinity: mindstar Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Modifies crafted object: Extra effect(s) when activated: * increase all damage penetration by 10% - 30% for 2 turns Affinity: charm Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 blight Talent on hit: Epidemic (20% chance). On hit: * 5 - 20% chance to reduce strength, dexterity, and constitution by 6 While equipped: Disease immunity: +10% - +35% Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Burst on crit (radius 2): 5 - 15 ice Talent on hit: Ice Breath (10% chance). While equipped: Damage (melee): 5 - 15 cold Changes resistances: * +5% - +10% cold Changes damage: * +3% - +11% cold Affinity: hands Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% light * +10% - +20% darkness Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes stats: * +1 - +7 Dex Increases range of ranged weapons by 1 (to a maximum of 10) Affinity: ranged Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Block value: +20 - +100 While equipped: Armour: +1 - +11 Affinity: shield Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Life regen: +2.00 - +8.00 Stamina each turn: +0.50 - +2.50 Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: Weapon combat: On hit: * 15 - 35 arcane resource burn While equipped: Effects when hit in melee: * 15 - 35 arcane resource burn Spell save: +8 - +23 Affinity: hands Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: On hit: * 25% chance to afflict the target with Bleed, causing 98 Physical damage over 5 turns. While equipped: Changes damage: * +5% - +20% physical Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Damage (melee): 5 - 35 lightning Melee retaliation: 1 - 21 lightning Affinity: shield Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Changes weapon from two-handed to one-handed Affinity: staff This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Effects when hit in melee: * 3 - 10% chance to slow global speed by 54% * 3 - 10 arcane resource burn Affinity: robes Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +15 Physical crit. chance: +1.0% - +7.0% Affinity: ranged Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Armour Penetration: +5 - +10 Affinity: ranged Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On hit: * 5 - 15% chance to gain 10% of a turn (3/turn limit) While equipped: Damage (melee): 5 - 20 temporal Damage (ranged): 5 - 20 temporal Changes resistances: * +5% - +15% temporal Changes damage: * +3% - +11% temporal Affinity: hands Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 25 mind On hit: * 10 - 35% chance to reduce all saves and defense by 27 Reloads ammo every 6 turns Affinity: ammo Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 25 mind On hit: * 10 - 35% chance to reduce all saves and defense by 27 While equipped: Changes stats: * +1 - +7 Cun * +1 - +7 Wil Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On hit: * 25% chance to afflict the target with Wasting, causing 19 Temporal damage over 5 turns. While equipped: Changes damage: * +5% - +20% temporal Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Physical power: +5 - +15 Changes stats: * +1 - +7 Con Changes resistances penetration: * +5% - +15% physical Disarm immunity: +10% - +35% Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Accuracy: +5 - +15 Damage conversion: 10% nature, 10% fire While equipped: Damage (melee): 3 - 8 nature, 3 - 8 fire Changes damage: * +2% - +7% nature * +2% - +7% fire Physical save: +5 - +10 Affinity: hands Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 10 - 30 physical While equipped: Changes stats: * +1 - +6 Wil Changes resistances: * +10% - +20% physical Slows Projectiles: +10% - +40% Bonus block near projectiles: +10 - +110 Affinity: shield Unique Ego Components can be used to enhance items being crafted! |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent fiery salve [power 13] potent fiery salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 magical effects and grants a fiery aura (13% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 21 turns. Medical salve. |
potent healing salve [power 171] potent healing salve [power 171]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. It can be used to heal 171 Activation puts Talent Medical Injector on cooldown for 13 turns. Medical salve. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Changes stats: +4 Cun Mental save: +6 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a magical bolt dealing 150 cold damage Activation puts all charms on cooldown for 13 turns. Crafted by: Arada Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 28 lightning damage and will be dazed for 1 turn (140 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Arada the Orc Artificer level 14
37th Retaking 124th year of Ascendancy at 09:26 see stats
By Arada the Orc Artificer level 20
18th Revenge 124th year of Ascendancy at 06:30 see stats
By Arada the Orc Artificer level 10
20th Retaking 124th year of Ascendancy at 10:15 see stats
By Arada the Orc Artificer level 20
17th Revenge 124th year of Ascendancy at 06:24 see stats
By Arada the Orc Artificer level 17
2nd Revenge 124th year of Ascendancy at 05:32 see stats
Log
Arada deactivates Regalia.
Arada activates Regalia.
Arada uses Create Tinker.
Arada deactivates Regalia.
Arada activates Regalia.
Arada uses Create Tinker.
Created tinker: potent fiery salve [power 13]
Arada uses Create Tinker.
Created tinker: steel mental stimulator
Arada uses Create Tinker.
Arada uses Charm Bandolier.
Arada deactivates Regalia.
Arada activates Regalia.
Arada deactivates Regalia.
Arada activates Regalia.
Arada uses Dismantle Item.
You collect a new ingredient: piece of hardened leather (1).
You collect a new ingredient: stack of herbs (bilberry) (1).
Arada uses Dismantle Item.
Arada uses Craft Item.
Arada uses Craft Item.
Arada uses Craft Item.
Arada uses Craft Item.
Arada uses Craft Item.
Arada uses Craft Item.