










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! 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: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Dreadful Arms 1.7.4Allows mechanical arms to use any offhand item to perform its attack instead of being restricted to mindstars. I'm not sure why you'd want this. Breath Variety 1.3.0Wyrmic breaths scale with best of strength, willpower, magic. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Charges Display Fix - Classic UI 1.7.6DarkGod fixed addons upload, but the author needs to manually reset the description for this one. True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Demon Seed Details 1.4.6
This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Stoneblade Evolution for Arcane Blade 1.7.4Adds a new class evolution for Arcane Blade, the Stoneblade. Wielded two-handed weapons will use the increased procs damage accuracy bonus To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics:
More tinkers may be added in future versions. Exotic Weapons Highest Stat Only 1.7.0Changes Exotic Weapons Mastery to use the highest of strength or dexterity, since the two weapons that use Exotic only use one stat each. Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Race: Tinkerer 1.7.4Adds Tinkerer as a new Human subrace. Tinkerers are identical to Cornacs, except they begin with Steamtech/Physics and Steamtech/Chemistry instead of an additional category point. I made this race because I wanted a consistent way to obtain tinkers with any non-tinker class, without relying on the tinker escort. The Tinkerer is intended to be a balanced and viable alternative to the Cornac race within the official "Maj'Eyal: The Age of Ascendancy" campaign. When used with a tinker class, this race only grants an additional starting talent point to both Physics/Smith and to Chemistry/Therapeutics. Feel free to extend/modify this addon as you wish! My further ideas for this race or a similar one would be to add the Engineering and Blacksmith categories as racial talent trees, but adjust their mastery and unlock status based on whether the character is a tinker class or not. ---Changelog--- No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. 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:
Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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:
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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother Possessor Bonus Class 1.7.4Donators/Buyers bonus! Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Sidekick Level Catch-up 1.6.0Modifies various player sidekicks (Alchemists' golem, Writhing Ones' worm that walks from the Forbidden Cults DLC, Annihilators' mecharachnid from the Embers of Rage DLC) to synchronize their level with the player's level every time they are re-added to map, in case the player gained a level while the sidekick dead. (Disclaimer: The failure of sidekicks to do this in the base game is believed to be a bug; if said bug is fixed in a future version, this addon will be officially deprecated.) 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. 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. Savage Evolution for Cursed 1.7.6Forgo arms to ravage your foes with fist and claw. Brawler combo displayer 1.7.4Displays combo point icon when you get it. Whitehoof Buffs 1.7.4This is an addon that requires the Embers of Rage DLC, it buffs the Whitehoof racial talents in several ways, here is a list of all the changes made: Increases the death momentum charges gained by leveling "Whitehooves" from 1 - 5 to 3 - 7 Should work perfectly fine with addons that make Whitehoof playable in the main campaign too. Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Walking Armory Evolution for Marauder 1.7.6Adds a new evolution for Marauders, the Walking Armory. Throw caution (and your equipment) to the wind, and become a truly formidable menace on the battlefield. You can equip mainhand weapons in your tool and lite slot. You can equip offhand weapons in your head, cloak, belt and feet slots. When you land an attack with the weapon in your mainhand slot, you will follow up with an attack from weapons in your tool and lite slots dealing 100% damage. When you land an attack with the weapon in your offhand slot, you will follow up with an attack from weapons in your head, cloak, belt and feet slots dealing 100% damage (offhand damage penalty applies). Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | quick |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 18 / 64% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 19 (base 12) |
| Willpower | 44 (base 44) |
| Cunning | 44 (base 40) |
Resources
| Life | 559/574 |
| Mana | 352/372 |
| Stamina | 206/216 |
| Psi | 110/135 |
| Healing Factor | 1.1545771506545 |
| Regeneration | 6.3756625844891 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -6.6613381477509E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 44 |
| Crit Chance | 12% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +22% |
| Temporal | +6% |
| Blight | +6% |
| Cold | +10% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +30% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 35.317011280365 (72.903125182002%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 29 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Darkness | + 3%( 70%) |
| Cold | + 22%( 70%) |
| Lightning | + 40%( 70%) |
| Fire | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Confusion Resistance | 24% |
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 600% 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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 47 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 133 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 45 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 Strength stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Storm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Spell / Air | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Thermal Shield |
| talent | Beyond the Flesh |
| talent | Arcane Combat |
| talent | Kinetic Shield |
Quests
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. | active |
Equipment
| Psionic focus | Porevea the steel battleaxe (26-38 power, 2 apr)3.0 Encumbrance T2 battleaxe 1H weapon Reqs Str 16 [Random Unique] Arcane/Master Weapon Damage 25.5 - 38.2 Physical Uses 102% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 blight On-Hit, radius 1 +8 arcane +10 fire On Hit: 20% Epidemic level 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 11 While equipped: Stats +4 Cun +2 Mag defense ------ Disease Resist +22% Massive two-handed battleaxes. |
| Light source | piercing brass lantern of health2.0 Encumbrance T1 lite [Ego+] Nature/Master While equipped: offense ------ Ignore resists +5% all Ignore Armor +5 defense ------ Life +46.00 other ------- Light +4 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 | Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 39.84 to 119.51 lightning damage (79.67 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On feet | Emelikira the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +2 Con defense ------ Armor +1 Resistance +6% lightning +3% fire Physical save +3 (+1 eff.) Silence Resist +20% Confus Resist +24% Stun Resist +22% A pair of boots made of leather. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Blacksun the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% lightning +6% temporal Ignore resists +25% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 20% defense ------ Resistance +24% lightning Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
| On fingers | Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-4 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. |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Nimbuswitch the iron greatmaul (18-27 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Nature Weapon Damage 18.0 - 27.0 Physical Uses 102% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +7 nature +8 lightning While equipped: offense ------ Damage +3% fire defense ------ Resistance +3% darkness +3% acid Massive two-handed mauls. |
| On hands | Polygassra (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Dex +3 Mag +4 Con offense ------ Physical Power +7 (+4 eff.) Damage +6% blight defense ------ Armor +2 Fatigue +3% 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. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| Cloak | thick linen cloak of protection (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +12% cold Spell save +5 (+3 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable iron mail armour of Eyal (2 def, 10 armour)14.0 Encumbrance T1 heavy armor [Ego+] Nature/Master While equipped: defense ------ Armor +10 Defense +2 (+2 eff.) Fatigue +12% Life +29.00 Life Regen +1.00 Healmod +10% A suit of armour made of mail. |
Inventory
steam generator implant (steam 7)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.9 steam per turn. Can be activated for an instant burst of 34 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion (res 16%; magical; dur 2; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 19%; magical; dur 3; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the wizard (absorb 203; dur 3; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 203 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Helps keep your airway open and lets you hold your breath longer. Requires talents: - Therapeutics (1) - Mechanical (1) Requires ingredients: - lump of iron (2) - stack of herbs (viperweed) (2) Example Item: simple air recycler 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +10% Returns 1 air each turn. Attach on item worn on slot 'head' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] What is better than throwing sand in someone's face? Throwing sand that shines as bright as the Sun! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude flash powder 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Flash Powder Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that rapidly oxidises, releasing a blinding light. Creatures in a cone of radius 3 are blinded for 2 turns. The blindness effect is applied with your Steampower.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Keeping yourself grounded is very important, especially around lightning mages. Increases lightning and stun resistance. Requires talents: - Smith (1) - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron grounding strap 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +6% lightning Stun Resist +10% Attach on item worn on slot 'cloak' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A special shot that magnetises on impact. Requires talents: - Explosives (1) - Electricity (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude magnetic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Magnetic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special magnetic shot with your steamgun(s) at a target for normal weapon damage. The shot will magnetise the target for 6 turns. This lowers their defense and increases fatigue by 28. This talent does not use ammo as it is the ammo. Effect strength scales with Steampower.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Not only does it help seal wounds, protecting you from bleeding and enhancing your healing, it also protects from armour chafe! Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) Example Item: simple second skin 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +2.00 Poison Resist +30% Disease Resist +30% Cut Resist +30% Attach on item worn on slot 'body' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Attaching a capacitor to your weapon in just the right way is a great way to shock your enemies. Requires talents: - Smith (1) - Electricity (2) Requires ingredients: - lump of iron (3) Example Item: iron shocking edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Dismantle any one handed sword/axe/mace, add some amazing steampower to it and make a powerful steamsaw to shred your foes to pieces! Requires talents: - Smith (2) - Mechanical (1) Requires ingredients: - lump of iron (7) Requires: - a one handed sword/axe/mace (not unique, without a special damage type) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
steel amulet of cunning (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 other ------- Mana/turn +0.16 Max mana +21.00 Amulets make your neck look great! |
copper ring 'Xanille'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Con +3 Wil defense ------ Resistance +3% temporal Mind save +6 (+3 eff.) Unlife -60.00 life Rings make your fingers look great! |
Scorchwrither the iron battleaxe (16-23 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Disrupt Weapon Damage 15.5 - 23.2 Physical Uses 102% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +8 fire On Hit: * 16 arcane resource burn While equipped: offense ------ Ignore resists +15% fire defense ------ Resistance +6% fire +6% light +6% temporal Massive two-handed battleaxes. |
balanced steel dagger of massacre (18-23 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Weapon Damage 17.5 - 22.8 Physical Uses 42% Wil, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +7 (+7 eff.) Disarm Resist +27% Sharp, short and deadly. |
steel dagger of amnesia (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Psionic Weapon Damage 12.5 - 16.2 Physical Uses 42% Wil, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
steel dagger of erosion (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature Weapon Damage 12.5 - 16.2 Physical Uses 42% Wil, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature Sharp, short and deadly. |
warbringer's steel dagger (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Weapon Damage 12.5 - 16.2 Physical Uses 42% Wil, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Power +6 (+3 eff.) Ignore resists +6% physical defense ------ Disarm Resist +12% Sharp, short and deadly. |
Demongrinder the steel greatmaul (26-40 power, 18 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Rare] Arcane Weapon Damage 26.5 - 39.8 Physical Uses 102% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +18 Critical Rate +1.0% Attack Speed 100% Ignore Shields +19% On-hit +8 darkness While equipped: offense ------ Critical power +20.00% Spellpower +10 (+5 eff.) Ignore resists +5% blight When Hit 2 blight defense ------ Spell save +6 (+3 eff.) other ------- Max mana +20.00 Massive two-handed mauls. |
steel greatmaul 'Furnacezephyr' (28-42 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Rare] Disrupt Weapon Damage 28.0 - 42.0 Physical Uses 102% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * 10% chance to slow global speed by 50% While equipped: offense ------ Ignore resists +5% fire defense ------ Resistance +12% light Healmod +10% Disease Resist +20% Disarm Resist +10% Massive two-handed mauls. |
Poryda (26-41 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 25.5 - 40.8 Physical Uses 102% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: defense ------ Resistance +6% acid +6% light +3% lightning Crit Resistance 5.00% Cut Resist +20% Knockbk Resist +20% Massive two-handed swords. |
Roottorrent the ash longbow4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 [Rare] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-Hit, radius 1 +4 darkness On Hit: * 10% chance to slow global speed by 50% While equipped: Stats +3 Con offense ------ Spell Crit +2% Ignore Shields +20% defense ------ Spell save +15 (+8 eff.) other ------- Vim-on-crit +2.00 Masteries +0.15 Wild-gift/Fungus Regenerate 92 life over 5 turns Puts all charms on 20 turn cooldown Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword of massacre (30-41 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Master Weapon Damage 29.5 - 41.3 Physical Uses 85% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Sharp, long, and deadly. |
hateful iron longsword (12-16 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Psionic Weapon Damage 11.5 - 16.1 Physical Uses 85% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +7 darkness Damage Against +6% Living Sharp, long, and deadly. |
steel longsword of vileness (14-20 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 14.5 - 20.3 Physical Uses 85% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 11 Sharp, long, and deadly. |
steel mace (12-18 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Normal] Weapon Damage 12.5 - 17.5 Physical Uses 85% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
creative mossy mindstar (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Mind Crit +1% Critical power +6.00% Mindpower +2 (+1 eff.) other ------- 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. |
creative thorny mindstar of balance (9-10 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +3% Critical power +6.00% Mindpower +6 (+3 eff.) defense ------ Physical save +5 (+2 eff.) Spell save +3 (+2 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.80 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. |
creative vined mindstar of life (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Mind Crit +2% Critical power +11.00% Mindpower +4 (+2 eff.) defense ------ Life +10.00 Life Regen +0.70 other ------- 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. |
horrifying vined mindstar of resolve (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Wil offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 5 mind 3 darkness Damage +2% mind +3% darkness defense ------ Spell save +2 (+1 eff.) other ------- 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. |
nature's vined mindstar of balance (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +2% nature defense ------ Resistance +4% blight Physical save +2 (+1 eff.) Spell save +4 (+2 eff.) Mind save +2 (+1 eff.) Disease Resist +11% other ------- EQ when Hit +0.50 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. |
Kor's Fall (10-12 power, 0 apr, fire element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+4 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.9 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 86.31 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (173). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
ash magestaff 'Nightblur' (15-18 power, 3 apr, arcane element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Spellpower +6 (+3 eff.) Damage +15% arcane +12% temporal Ignore resists +15% darkness +10% temporal When Hit 8 lightning On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short ash magestaff of fate (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 1H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +6 (+3 eff.) Damage +15% fire defense ------ Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +5 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steady steel steamgun of acid4.0 Encumbrance T2 steamgun 1H weapon Reqs Dex 16 Steam Pool [Ego] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +9 acid Uses 2.0 Steam While equipped: offense ------ Physical Crit +2.0% Damage +8% acid Accuracy +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun 'Eilinuyalaith'4.0 Encumbrance T2 steamgun 1H weapon Reqs Dex 16 Steam Pool [Rare] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +6 lightning Uses 2.0 Steam While equipped: Stats +3 Str +1 Wil +1 Cun offense ------ Damage +10% lightning defense ------ Pinning Resist +20% Stun Resist +10% Teleport Resist +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun of lightning4.0 Encumbrance T2 steamgun 1H weapon Reqs Dex 16 Steam Pool [Ego] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +7 lightning Uses 2.0 Steam While equipped: offense ------ Damage +11% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Eclipsetide (13-20 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Rare] Master/Steamtech Weapon Damage 13.0 - 19.5 Phys.bleed Uses 85% Wil Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +25 Uses 1.0 Steam While equipped: offense ------ Damage +27% darkness Ignore resists +5% darkness +5% mind On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Armor +3 Defense +4 (+4 eff.) Fatigue +6% Resistance +17% cold other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Fognaught (9-14 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon Reqs Steam Pool [Rare] Nature/Steamtech Weapon Damage 9.0 - 13.5 Phys.bleed Uses 85% Wil Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +14 Uses 1.0 Steam While equipped: offense ------ Damage +18% blight Ignore resists +5% darkness When Hit 2 blight defense ------ Armor +2 Defense +2 (+2 eff.) Fatigue +4% Resistance +16% blight +6% fire +11% nature other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
balanced steel steamsaw of resilience (15-22 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego] Nature/Master/Steamtech Weapon Damage 15.0 - 22.5 Phys.bleed Uses 85% Wil Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +19 Uses 1.0 Steam While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +3 Defense +10 (+9 eff.) Fatigue +6% Life +48.00 Disarm Resist +23% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
elemental steel steamsaw (14-20 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego+] Arcane/Steamtech Weapon Damage 13.5 - 20.2 Phys.bleed Uses 85% Wil Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +21 On Hit: * Create an explosion dealing 27 cold damage (1/turn) Uses 1.0 Steam While equipped: offense ------ Damage +5% cold Ignore resists +7% cold defense ------ Armor +3 Defense +4 (+4 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw of resilience (16-23 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego] Nature/Steamtech Weapon Damage 15.5 - 23.2 Phys.bleed Uses 85% Wil Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +25 Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+4 eff.) Fatigue +6% Life +40.00 other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cracklepain (14-20 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 14.0 - 19.6 Physical Uses 85% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +4 lightning While equipped: Stats +2 Wil +4 Cun +2 Con offense ------ Damage +3% arcane Accuracy +7 (+2 eff.) defense ------ Defense +5 (+5 eff.) Disarm Resist +22% other ------- Light +3 Infravision +2 One-handed war axes. |
thought-forged iron waraxe (10-14 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Psionic Weapon Damage 10.0 - 14.0 Physical Uses 85% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 mind On Hit: * 13% chance to reduce all saves and defense by 24 While equipped: Stats +2 Cun +2 Wil One-handed war axes. |
Stormlash (17-19 power, 7 apr)3.0 Encumbrance T1 whip 1H weapon Reqs Dex 15 [Unique] Arcane Weapon Damage 17.0 - 18.7 Physical Uses 85% Cun Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 13.89 to 41.68 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Chosus (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: offense ------ Mind Crit +5% Damage +27% nature +10% fire defense ------ Resistance +15% fire +40% nature +9% all Mind save +6 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Shadezeal' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: offense ------ Damage +13% mind +6% lightning On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 defense ------ Resistance +3% lightning +15% darkness +3% blight +13% mind +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) defense ------ Resistance +7% all Mind save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +7% fire +6% cold A pair of boots made of leather. |
miner's pair of rough leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 other ------- Stamina/turn +0.40 Max stamina +11.00 Infravision +2 A pair of boots made of leather. |
dwarven-steel gauntlets 'Gorehek' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Critical power +5.00% Ignore resists +5% acid Ignore Armor +6 On-Hit (Melee): * 20% chance to reduce armor by 21% defense ------ Armor +2 Fatigue +3% Life Regen +5.00 other ------- Stamina/turn +2.60 Max stamina +14.00 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. |
rough leather gloves 'Saliwen' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +2 Str +4 Wil +3 Cun +1 Con offense ------ On-Hit 7 mind Damage +4% mind defense ------ Armor +1 Resistance +6% mind Crit Resistance 15.00% other ------- See Invisibility +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. |
scouring hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ When Hit: * 21 arcane resource burn defense ------ Armor +2 Spell save +9 (+5 eff.) 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. |
temporal dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 7 temporal On-Ranged-Hit 5 temporal Damage +5% temporal defense ------ Armor +2 Fatigue +3% Resistance +6% temporal 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. |
Eluwyn (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +1 Fatigue +1% Resistance +3% blight Crit Resistance 15.00% Physical save +13 (+6 eff.) Spell save +9 (+5 eff.) Healmod +20% Knockbk Resist +10% other ------- Max psi +10.00 A hat made of leather. Very stylish. |
Xanyvea the Airsnake (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex +3 Mag +2 Wil +1 Cun offense ------ Ignore resists +20% lightning defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal other ------- Light +3 A cap made of leather. |
insulating rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue +1% Resistance +5% fire +6% cold A hat made of leather. Very stylish. |
miner's iron helm of dexterity (+3) (0 def, 4 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +4 Fatigue +5% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +11% light +11% darkness A hat made of leather. Very stylish. |
Galeorder the iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Nature While equipped: Stats +3 Cun offense ------ Damage +9% lightning defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +6% lightning Life +24.00 other ------- Hate-on-crit +4.00 Max psi +10.00 A suit of armour made of mail. |
Willowusher the steel mail armour (2 def, 10 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Master While equipped: Stats +5 Cun +1 Con offense ------ Critical power +15.00% Ignore resists +5% physical defense ------ Armor +10 Defense +2 (+2 eff.) Fatigue +7% Resistance +6% nature Physical save +7 (+3 eff.) A suit of armour made of mail. |
impenetrable iron mail armour of cold resistance (2 def, 10 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +10 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% cold A suit of armour made of mail. |
prismatic iron mail armour of fire resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% fire +12% light +11% darkness A suit of armour made of mail. |
steel mail armour of the deep (2 def, 7 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego+] Nature While equipped: defense ------ Armor +7 Defense +2 (+2 eff.) Fatigue +12% Resistance +5% acid +9% cold other ------- Breathe water A suit of armour made of mail. |
cleansing cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Disrupt While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +11% nature +10% blight A suit of armour made of leather. |
cured leather armour of clarity (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Psionic While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +6% mind Mind save +13 (+6 eff.) A suit of armour made of leather. |
hardened leather armour of the deep (9 def, 7 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Nature While equipped: defense ------ Armor +7 Defense +9 (+8 eff.) Fatigue +8% Resistance +7% acid +5% cold other ------- Breathe water A suit of armour made of leather. |
rejuvenating cured leather armour of lightning resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +15% lightning Life Regen +3.60 other ------- Stamina/turn +0.80 A suit of armour made of leather. |
troll-hide cured leather armour of acid resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +16% acid Life +35.00 Life Regen +3.00 Healmod +10% A suit of armour made of leather. |
steel plate armour 'Hailnoon' (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training Str 28 [Rare] Nature While equipped: offense ------ Damage +3% lightning +9% cold When Hit 4 cold On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 defense ------ Armor +9 Fatigue +22% Resistance +3% lightning +6% cold Life +25.00 A suit of armour made of metal plates. |
acidic iron shield (0 def, 2 armour, 22 block)7.0 Encumbrance T1 shield armor [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 5 acid When Hit 2 acid defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
acidic steel shield (0 def, 4 armour, 38 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training Str 16 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 5 acid When Hit 1 acid defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of purity (0 def, 6 armour, 79 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training Str 24 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% Resistance +11% nature +12% blight other ------- Talents +1 Block Handheld deflection devices. |
flaming iron shield of reflection (0 def, 2 armour, 21 block)7.0 Encumbrance T1 shield armor [Ego] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 fire When Hit 2 fire defense ------ Armor +2 Fatigue +8% Resistance +11% light +11% darkness other ------- Talents +1 Block Handheld deflection devices. |
steel shield 'Pitchoath' (0 def, 4 armour, 39.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training Str 16 [Rare] Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +8 Con offense ------ On-Hit 10 acid 6 nature On-Hit (Melee): * 9 arcane resource burn When Hit: * 7 arcane resource burn defense ------ Armor +4 Fatigue +8% Resistance +8% acid +7% nature other ------- Light +1 See Invisibility +9 Talents +1 Block Handheld deflection devices. |
Emelewyn the Phoenixblood (15/15, 31-43 power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Random Unique] Arcane/Master Weapon Damage 31.0 - 43.4 Physical Uses 42% Wil, 59% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.5% Capacity 15 Auto Reload 3 On-ranged-hit +4 fire +8 cold On-Hit, radius 1 +4 mind On-crit, radius 2 +12 mind +12 fire On Critical: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
thought-forged quiver of ash arrows of crippling (20/20, 20-29 power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Ego+] Master/Psionic Weapon Damage 20.5 - 28.7 Physical Uses 42% Wil, 59% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +9.5% Capacity 20 Auto Reload 6 On-ranged-hit +9 mind On Hit: * 18% chance to reduce all saves and defense by 24 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
opal0.0 Encumbrance 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical 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. |
Gorodudor the iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +7 Str offense ------ Physical Crit +6.0% defense ------ Fatigue -5% Unlife -60.00 life other ------- Stamina/turn +2.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Tarrogen the pouch of steel shots (53/53, 22-26 power, 5 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Rare] Master Weapon Damage 22.0 - 26.4 Physical Uses 109% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 53 Projectile Speed +200% On-ranged-hit +12 physical On-Hit, radius 1 +8 temporal While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. |
pouch of steel shots (22/22, 20-23 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Normal] Weapon Damage 19.5 - 23.4 Physical Uses 109% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 22 Shots are used with slings to pummel your foes to death. |
innervating steel torque of gale force [power 170] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Puts all charms on 15 turn cooldown 100% to reduce fatigue by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Firefury the ash totem of summon tentacle [power 155] (25 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +3% mind +9% cold Ignore resists +15% mind +20% fire defense ------ Resistance +6% cold Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 352 Base Damage: 171 Armor: 9 All Resist: 0 Puts all charms on 25 turn cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing ash totem of stinging [power 188] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Sting an enemy dealing 188 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of shielding 'Unreneg' [power 182] (20 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +3% arcane Ignore resists +25% arcane defense ------ Resistance +5% arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 13% for 2 turns. 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing ash wand of shielding [power 188] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick ash wand of conjuration [power 130] (12 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Fire a magical bolt dealing 130 acid damage Puts all charms on 12 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Thor Odinson the Cornac Adventurer level 10
45th Quantumnal 1337th year of Ascendancy at 13:23 see stats
Log
Rested for 42 turns (stop reason: all resources and life at maximum).
You pickup 1.40 gold pieces.
Today is the 50th Quantumnal of the 1337th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Thor Odinson picks up (l.): steel amulet of cunning (+3).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 34 turns (stop reason: at exit).
Thor Odinson wears (replacing copper ring 'Xanille'): Blacksun the steel ring.
You gain 7.45 gold from the transmogrification of Islowyn the Stormpunish.
Thor Odinson uses Telekinetic Grasp.
Thor Odinson telekinetically seizes: Porevea the steel battleaxe (26-38 power, 2 apr).
Thor Odinson can not wear (in main hand): dwarven-steel longsword of massacre (30-41 power, 4 apr) (nil).
You gain 4.38 gold from the transmogrification of truestriking steel greatsword of amnesia (25-40 power, 2 apr).
Thor Odinson wears (replacing Sludgegrip (0 def, 0 armour)): Polygassra (0 def, 2 armour).
You gain 3.50 gold from the transmogrification of Sludgegrip (0 def, 0 armour).
Thor Odinson can not wear (main armor): steel plate armour 'Hailnoon' (0 def, 9 armour) (nil).
Thor Odinson wears (replacing impenetrable iron mail armour of resilience (2 def, 10 armour)): impenetrable iron mail armour of Eyal (2 def, 10 armour).
You gain 1.95 gold from the transmogrification of impenetrable iron mail armour of resilience (2 def, 10 armour).
Thor Odinson deactivates Beyond the Flesh.
Thor Odinson activates Beyond the Flesh.
Thor Odinson deactivates Beyond the Flesh.
Thor Odinson activates Beyond the Flesh.
Thor Odinson deactivates Beyond the Flesh.
Thor Odinson activates Beyond the Flesh.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Arcane Combat
- Thermal Shield
- Kinetic Shield
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
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QUICK Campaign Zones
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Trollmire
The Deep Bellow
The Maze: Collapsed
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QUICK Campaign Perks
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1: Infusion: Movement
2: Category: Feedback
3: Artifact: Bloodcaller





















































































































