











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. 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. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 43 / 29% |
Size | medium |
Lifes / Deaths | Killed by Weirdling Beast at level 19 on the 27th Haze 122nd year of Ascendancy at 12:51 3 / 4Killed by Kryl-Feijan at level 28 on the 74th Regrowth 123rd year of Ascendancy at 05:29 Killed by Dozing Bethaserin at level 38 on the 57th Haze 123rd year of Ascendancy at 22:57 Killed by faerlhing at level 41 on the 76th Haze 123rd year of Ascendancy at 22:51 |
Primary Stats
Strength | 40 (base 12) |
Dexterity | 80 (base 39) |
Constitution | 25 (base 10) |
Magic | 111 (base 60) |
Willpower | 43 (base 17) |
Cunning | 73 (base 39) |
Resources
Life | 1078/1078 |
Mana | 657/657 |
Paradox | 200 |
Steam | 100/100 |
Healing Factor | 1.244517824337 |
Regeneration | 9.022754226443 |
Speed
Mental | -8.4376949871512E-13% |
Attack | -2.8421709430404E-12% |
Movement | +65.000000000005% |
Spell | -2.8421709430404E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 10 |
See Stealth | 42.857152316478 |
See Invisible | 42.857152316478 |
Offense: Mainhand
Damage | 203 |
Accuracy | 70 |
Crit Chance | 42% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 88 |
Accuracy | 70 |
Crit Chance | 55% |
APR | 32 |
Speed | 0.90 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Cold | +15% |
Darkness | +15% |
Light | +55% |
Temporal | +11% |
Blight | +14% |
Arcane | +13% |
Mind | +18% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Darkness | +10% |
Cold | +20% |
Defense: Base
Armour (hardiness) | 41 (76.987013568881%) |
Defense | 81 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 45 |
Mental Save | 52 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 12%( 70%) |
Cold | + 25%( 70%) |
All | 0%( 70%) |
Darkness | + 35%( 70%) |
Light | + 15%( 70%) |
Lightning | + 39%( 70%) |
Mind | + 15%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Teleport Resistance | 100% |
Confusion Resistance | 39% |
Pinning Resistance | 37% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 39% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 939% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Taint: PurgingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 655 damage for 5 turns. Its effects scale with your Magic stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 194% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.40 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Chronomancy / Temporal Guardian | 1.40 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
Adventure / Partner | 1.00 |
| 0/14 |
| 0/32 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.20 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Contingency |
talent | Weapon Folding |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.90). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell) | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +8. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +8. | done |
You successfully escorted the lost soldier to the recall portal on level 6 of Dreadfell. Escort: lost soldier (level 6 of Dreadfell)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lost tinker to the recall portal on level 7 of Dreadfell. Escort: lost tinker (level 7 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+2 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +8. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 464. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold Phys.save +9 (+3 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 108, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 265.65 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 2.0 T3 head armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +6 Mag +4 Wil +10 Cun dps ---------- Spell.crit +3% Dmg.mod +11% blight +13% arcane +21% light ----- def ----- Armour +3 Fatigue +3% Resists +15% darkness +15% mind Mind.save +30 (+9 eff.) Confus- +29% ---------- misc Light +3 Infravis +5 A cap made of leather. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Mind.pwr +8 (+3 eff.) S.pwr/crit +8 Melee+ 19 light 36 mind 19 darkness Dmg.mod +9% light Acc +9 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +3 Fatigue +5% Resists +15% light Phys.save +9 (+3 eff.) Disarm- +116% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +40.00 Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% blight +6% temporal +18% mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% blight Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+4 eff.) Max.HP +56.00 HP.reg +7.00 Heal.mod +12% ---------- misc Max.stam +11.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +5 Wil +5 Cun dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 16 light Ranged+ 15 light Dmg.mod +10% light Res.pen +10% blight Melee Ret 4 blight ----- def ----- Resists +3% blight +6% acid Max.HP +24.00 Disarm- +24% Pinning- +22% Knockbk- +24% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() 3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +19.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Mag +5 Cun +8 Lck ----- def ----- Fatigue -20% Resists +15% lightning Stealth +8 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc T.Disarm +20 Max.enc +50 Mana/turn +0.16 Vim/s.crit +2.00 Max.mana +100.00 Max.vim +30.00 Infravis +5 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +32 Crit +32.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +7 (+2 eff.) Resists +24% lightning Phys.save +6 (+2 eff.) Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +15 Str +16 Dex +10 Mag +10 Wil +10 Cun +10 Con ----- def ----- Armour +11 Defense +24 (+5 eff.) Fatigue +8% Resists +9% acid +5% cold Phys.save +14 (+5 eff.) ---------- misc Breathe water A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 200 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 628% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 520% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. 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. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. 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. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 darkness, 5 cold, 3 fire, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 136 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 179 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 372 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (162). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% temporal Pinning- +29% Knockbk- +31% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ---------- misc Mana/turn +0.21 Max.mana +32.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag dps ---------- Melee+ 10 light Ranged+ 16 light Dmg.mod +12% light ----- def ----- Fatigue -5% ---------- misc Max.enc +24 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +9 (+3 eff.) ----- def ----- Max.HP +58.00 HP.reg +7.00 Heal.mod +18% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Dex +3 Mag +5 Cun dps ---------- Melee+ 13 light Ranged+ 19 light Dmg.mod +13% light Acc +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +9% nature +9% blight Max.HP +55.00 HP.reg +13.00 Heal.mod +15% Poison- +20% Disease- +18% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +5% nature +9% blight Max.HP +56.00 HP.reg +9.00 Heal.mod +12% Poison- +20% Disease- +19% Rings make your fingers look great! |
![]() 3.0 T3 longsword 1H weapon [Ego++] Nature/Master Power 22.0 - 30.8 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Dex +11 Wil +8 Con dps ---------- Phys.spd +10% Acc +11 (+3 eff.) ----- def ----- Max.HP +35.00 Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Random Unique] Nature/Master Power 43.5 - 60.9 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +10 nature +20 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +6% mind +6% fire Res.pen +15% mind Melee Ret 2 fire Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +1.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +14.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 40.5 - 56.7 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +5 lightning +15 cold On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +9 (+2 eff.) Mov.spd +33% Res.pen +20% lightning +21% cold Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 43.5 - 60.9 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +24 cold On Crit: * Splash the target with acid dealing 172 damage over 5 turns and reducing armor and accuracy by 22 * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% ----- def ----- Armour +6 Resists +6% darkness +1% physical Mind.save +6 (+2 eff.) Blind- +20% Sharp, long, and deadly. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Master Power 33.5 - 46.9 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Dex dps ---------- Phys.crit +9.0% Phys.spd +10% Acc +13 (+3 eff.) One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Arcane/Psionic Power 39.5 - 55.3 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 103 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +21% cold Res.pen +13% cold One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 11.0 - 14.3 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit.r2 +8 fire While equipped: dps ---------- Dmg.mod +9% fire +3% light +3% darkness Acc +6 (+1 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Defense +6 (+2 eff.) Disarm- +21% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.0 - 13.0 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 light Against +5% Undead Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 65% Dex, 85% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Arcane/Nature Power 13.0 - 16.9 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 103 damage While equipped: Stats +5 Con +6 Wil ----- def ----- Max.HP +15.00 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Arcane/Master Power 20.0 - 26.0 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 103 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +5% acid Res.pen +7% acid Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego++] Nature/Master Power 11.5 - 15.0 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con +5 Wil dps ---------- Res.pen +7% physical Acc +5 (+1 eff.) Apr +6 ----- def ----- Max.HP +10.00 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master Power 18.5 - 24.1 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +7 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Master Power 17.0 - 22.1 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Res.pen +7% physical Acc +9 (+2 eff.) Apr +7 Sharp, short and deadly. |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 31.5 - 47.2 Phys.bleed Uses 150% Mag Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +64 Melee+ +13 light +14 cold Against +14% Undead On Hit: 20% Netherblast 4 Uses 1.0 Steam While equipped: Stats +1 Dex dps ---------- Melee Ret 4 arcane ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +19% cold ---------- misc Infravis +3 See.Invis +6 Talents +2 Block On Spell Hit: 20% Netherblast 4 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego++] Arcane/Psionic/Steamtech Power 31.5 - 47.2 Phys.bleed Uses 150% Mag Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Con dps ---------- On Melee Ret: * 15% chance to reduce armor by 39% ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +17% acid ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T4 longbow 2H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +2 Cun dps ---------- Phys.crit +14.0% Spell.crit +2% Dmg.mod +18% physical +27% temporal Res.pen +14% temporal +11% physical +14% all Phasing +10% Acc +38 (+9 eff.) Apr +12 ---------- misc Mana/s.crit +2.00 Max.mana +80.00 Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 steamgun 1H weapon [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
![]() 4.0 T4 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Mag dps ---------- Dmg.mod +7% temporal +6% physical Res.pen +7% temporal +7% physical +10% all Acc +5 (+1 eff.) Apr +8 ---------- misc Reload +2 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 3.0 T3 arrow ammo [Ego+] Master Power 40.0 - 56.0 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +8.0% Capacity 48 Proj.spd +200% While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 shot ammo [Ego++] Master/Psionic Power 41.0 - 49.2 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 15 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego+] Psionic Power 45.0 - 54.0 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 9.0 T2 light armor [Random Unique] Arcane/Master While equipped: Stats +6 Str dps ---------- Phys.crit +9.0% Spell.crit +4% Mind.crit +4% Crit.mult +14.00% Phys.pwr +7 (+1 eff.) Melee+ 7 darkness Ranged+ 6 darkness Dmg.mod +8% all Res.pen +10% darkness On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +14% temporal +27% darkness +6% blight +6% physical +9% light Def/telep +16 Res/telep +13% Dur/telep +15% ---------- misc Light +1 Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A suit of armour made of leather. |
![]() 9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Melee+ 7 fire Ranged+ 7 fire Dmg.mod +9% cold Melee Ret 2 cold ----- def ----- Armour +14 Defense +9 (+2 eff.) Fatigue +8% Resists +22% physical +24% darkness +16% blight +14% fire +12% cold ---------- misc Light +2 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T4 light armor [Ego++] Master While equipped: Stats +7 Str +6 Dex dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +7 (+1 eff.) ----- def ----- Armour +7 Defense +19 (+4 eff.) Fatigue +8% Phys.save +17 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +6 Str +4 Dex +6 Mag +14 Wil +9 Cun ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Mind.save +17 (+6 eff.) Max.HP +49.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Master While equipped: Stats +7 Str +7 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +8 Defense +23 (+5 eff.) Fatigue +8% Resists +14% darkness +10% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Crit.mult +5.00% Phys.pwr +7 (+1 eff.) Dmg.mod +9% blight +10% physical Res.pen +8% physical Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +9% fire +8% cold Phys.save +11 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Con dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Resists +9% mind Phys.save +5 (+2 eff.) ---------- misc Light +3 A belt that goes around your waist. |
![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: Stats +6 Lck +4 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +1 Stealth +5 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 56% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 T3 feet armor [Ego++] Arcane While equipped: dps ---------- Res.pen +13% darkness +12% temporal ----- def ----- Armour +3 Resists +17% darkness +13% temporal Silence- +35% Confus- +29% Stun/Frz- +26% Def/telep +13 Res/telep +12% Dur/telep +11% A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 7 arcane Dmg.mod +6% arcane ----- def ----- Armour +2 Resists +3% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 446 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 40.60 cold damage and 35.31 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -12% ---------- misc Max.enc +30 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +8 Str +8 Dex +8 Mag +8 Wil +8 Cun +8 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
great frost salve [power 37] great frost salve [power 37]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 52% cooldown modifier. Remove 2 physical effects and grants a frost aura (37% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great frost salve [power 37] great frost salve [power 37]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 52% cooldown modifier. Remove 2 physical effects and grants a frost aura (37% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 522] great healing salve [power 522]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 52% cooldown modifier. Heal 522 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great healing salve [power 522] great healing salve [power 522]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 52% cooldown modifier. Heal 522 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 379] powerful pain suppressor salve [power 379]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 52% cooldown modifier. Let you fight up to -379 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
great pain suppressor salve [power 454] great pain suppressor salve [power 454]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 52% cooldown modifier. Let you fight up to -454 life and reduces all damage by 23% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
great pain suppressor salve [power 454] great pain suppressor salve [power 454]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 52% cooldown modifier. Let you fight up to -454 life and reduces all damage by 23% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +6 Str +1 Dex +6 Con ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue -6% Resists +6% physical +6% darkness +7% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+1 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 644.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +3% arcane ----- def ----- Phys.save +3 (+1 eff.) ---------- misc Max.stam +10.00 Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +15% cold Res.pen +10% fire On Melee Ret: * 20% chance to reduce strength, dexterity, and constitution by 29 * 25% chance to reduce damage dealt by 24% ----- def ----- Resists +12% cold Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 215 physical damage Puts all charms on 15 cooldown 100% to heal for 30. 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +18% physical ----- def ----- Resists +6% light ---------- misc Stam/turn +3.00 Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 23% chance to evade weapon attacks for 2 turns. 100% to heal for 70. 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: ----- def ----- Defense +30 (+6 eff.) Resists +3% mind Disease- +10% Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 14% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By DR Unlock the Cornac Temporal Warden level 34
22nd Pyre 123rd year of Ascendancy at 18:08 see stats
By DR Unlock the Cornac Temporal Warden level 32
12nd Pyre 123rd year of Ascendancy at 17:00 see stats
By DR Unlock the Cornac Temporal Warden level 41
77th Haze 123rd year of Ascendancy at 11:32 see stats
By DR Unlock the Cornac Temporal Warden level 38
41st Haze 123rd year of Ascendancy at 05:04 see stats
By DR Unlock the Cornac Temporal Warden level 43
13rd Regrowth 124th year of Ascendancy at 19:47 see stats
By DR Unlock the Cornac Temporal Warden level 22
18th Regrowth 123rd year of Ascendancy at 06:33 see stats
By DR Unlock the Cornac Temporal Warden level 42
2nd Decay 123rd year of Ascendancy at 10:57 see stats
By DR Unlock the Cornac Temporal Warden level 37
8th Dusk 123rd year of Ascendancy at 10:13 see stats
By DR Unlock the Cornac Temporal Warden level 16
23rd Haze 122nd year of Ascendancy at 02:20 see stats
By DR Unlock the Cornac Temporal Warden level 37
33rd Dusk 123rd year of Ascendancy at 11:22 see stats
By DR Unlock the Cornac Temporal Warden level 34
45th Pyre 123rd year of Ascendancy at 12:36 see stats
By DR Unlock the Cornac Temporal Warden level 42
2nd Decay 123rd year of Ascendancy at 05:32 see stats
By DR Unlock the Cornac Temporal Warden level 30
10th Pyre 123rd year of Ascendancy at 14:19 see stats
By DR Unlock the Cornac Temporal Warden level 19
27th Haze 122nd year of Ascendancy at 16:08 see stats
By DR Unlock the Cornac Temporal Warden level 26
34th Regrowth 123rd year of Ascendancy at 20:28 see stats
By DR Unlock the Cornac Temporal Warden level 33
14th Pyre 123rd year of Ascendancy at 08:14 see stats
By DR Unlock the Cornac Temporal Warden level 10
3rd Summertide 122nd year of Ascendancy at 21:21 see stats
By DR Unlock the Cornac Temporal Warden level 20
1st Wintertide 123rd year of Ascendancy at 08:14 see stats
By DR Unlock the Cornac Temporal Warden level 30
8th Pyre 123rd year of Ascendancy at 17:12 see stats
By DR Unlock the Cornac Temporal Warden level 40
59th Haze 123rd year of Ascendancy at 04:49 see stats
By DR Unlock the Cornac Temporal Warden level 27
55th Regrowth 123rd year of Ascendancy at 20:22 see stats
By DR Unlock the Cornac Temporal Warden level 40
59th Haze 123rd year of Ascendancy at 07:35 see stats
By DR Unlock the Cornac Temporal Warden level 37
44th Dusk 123rd year of Ascendancy at 06:46 see stats
By DR Unlock the Cornac Temporal Warden level 11
5th Flare 122nd year of Ascendancy at 17:15 see stats
By DR Unlock the Cornac Temporal Warden level 40
59th Haze 123rd year of Ascendancy at 15:16 see stats
By DR Unlock the Cornac Temporal Warden level 42
2nd Decay 123rd year of Ascendancy at 11:05 see stats
By DR Unlock the Cornac Temporal Warden level 27
46th Regrowth 123rd year of Ascendancy at 20:10 see stats
By DR Unlock the Cornac Temporal Warden level 9
8th Mirth 122nd year of Ascendancy at 02:07 see stats
By DR Unlock the Cornac Temporal Warden level 27
46th Regrowth 123rd year of Ascendancy at 09:28 see stats
By DR Unlock the Cornac Temporal Warden level 29
6th Pyre 123rd year of Ascendancy at 13:26 see stats
By DR Unlock the Cornac Temporal Warden level 20
1st Wintertide 123rd year of Ascendancy at 14:22 see stats
By DR Unlock the Cornac Temporal Warden level 31
12nd Pyre 123rd year of Ascendancy at 12:16 see stats
By DR Unlock the Cornac Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 11:30 see stats
Log
DR Unlock retunes the fabric of spacetime.
Talent Fold Warp is ready to use.
Talent Warp Blade is ready to use.
Talent Guardian Unity is ready to use.
Talent Time Shield is ready to use.
DR Unlock has finished recovering.
Talent Infusion: Movement is ready to use.
DR Unlock regains balance.
Talent Rune: Reflection Shield is ready to use.
Talent Vitality is ready to use.
Talent Haste is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Time Stop is ready to use.
Rested for 7 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You gain 25.00 gold from the melting of Fist of the Destroyer (8 def, 0 armour).
You collect a new ingredient: lump of voratun (1).
You gain 3.95 gold from the melting of inquisitor's voratun steamsaw (40-60 power, 0 apr).
You collect a new ingredient: lump of voratun (1).
You gain 3.75 gold from the melting of inquisitor's voratun longsword (42-59 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 2.50 gold from the melting of voratun greatsword of projection (62-99 power, 4 apr).
You gain 25.00 gold from the melting of Rod of Sarrilon (30-36 power, 4 apr, temporal element).
You gain 7.73 gold from the melting of voratun amulet of soulsearing.
There is a Entrance to a dark crypt here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.