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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Generous Levels Kobblin Version 1.7.6Original addon by Chaotic_Heretic, I just changed some values and lowered prodigy requirements. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) The Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 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:
Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) Some changes Infinite Dungeon 1.7.6Some changes for Infinite Dungeon 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:
Hoardling Ascendant race 1.7.6Adds the Hoardling Ascendant race. Hoardlings Ascendant are powerful draconic dwarves with very the capacity to become nearly indestructible in long enough infinite games. Made for Dragonfabri. Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. |
Campaign | Infinite |
Mode | Madness Exploration |
Sex | Female |
Race | Hoardling Ascendant |
Class | Adventurer |
Level / Exp | 30 / 12% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 20528.986452325 (base 60) |
Dexterity | 29072.986452325 (base 60) |
Constitution | 21303.986452325 (base 60) |
Magic | 9202.9864523249 (base 60) |
Willpower | 4597.9864523249 (base 60) |
Cunning | 7298.9864523249 (base 60) |
Resources
Mana | 992/22899 |
Psi | 259/4658 |
Vim | 3336/3336 |
Life | 44727/86048 |
Steam | 285/285 |
Stamina | 623/11549 |
Paradox | 300 |
Healing Factor | 2.5 |
Regeneration | 162.67357029215 |
Speed
Mental | +143.6848094164% |
Attack | 0% |
Movement | +9543.0816221771% |
Spell | +143.6848094164% |
Global | +622.43407975738% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 58 |
See Stealth | 927.38533411556 |
See Invisible | 942.38533411556 |
Offense: Mainhand
Damage | 163695 |
Accuracy | 1293 |
Crit Chance | 2525% |
APR | 130 |
Speed | 0.41 |
Offense: Spell
Spellpower | 2017 |
Crit Chance | 100% |
Speed | 0.41036616209065 |
Offense: Mind
Mindpower | 946 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Blight | +23% |
Physical | +16% |
Cold | +28% |
All | +8% |
Darkness | +23% |
Light | +26% |
Lightning | +2015% |
Arcane | +28% |
Fire | +2016% |
Nature | +16% |
Offense: Damage Penetration
Darkness | +278% |
Blight | +278% |
Mind | +288% |
Fire | +283% |
All | +268% |
Defense: Base
Armour (hardiness) | 43469.498337983 (100%) |
Defense | 1389 |
Ranged Defense | 1434 |
Fatigue | 0 |
Physical Save | 800 |
Spell Save | 483 |
Mental Save | 464 |
Defense: Resistances
Mind | + 70%( 70%) |
Darkness | + 70%( 70%) |
Cold | + 70%( 70%) |
Nature | + 70%( 70%) |
Blight | + 70%( 70%) |
Physical | + 70%( 70%) |
Fire | + 70%( 70%) |
All | +4005%( 70%) |
Defense: Immunities
Silence Resistance | 99% |
Disarm Resistance | 40% |
Knockback Resistance | 30% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: -11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: -15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: -13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: -34 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 2012.6 steam per turn. Can be activated for an instant burst of 10063 steam. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: -27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 692.2 steam per turn. Can be activated for an instant burst of 3461 steam. Its effects scale with your Cunning stat. |
Class Talents
Spellweaving / Advanced staff combat | 10.00 |
| 1 |
| 17 |
| 13 |
| 9 |
Chronomancy / Flux | 2.00 |
| 1 |
| 20 |
| 0 |
| 0 |
Psionic / Psi-fighting | 10.00 |
| 1 |
| 27 |
| 5 |
| 0 |
Cunning / Shadow magic | 10.00 |
| 29 |
| 27 |
| 20 |
| 14 |
Steamtech / Gadgets | 10.00 |
| 1 |
| 27 |
| 12 |
| 0 |
Cunning / Stealth | 10.00 |
| 29 |
| 10 |
| 10 |
| 5 |
Steamtech / Thoughts of iron | 2.00 |
| 2 |
| 0 |
| 0 |
| 0 |
Spell / Temporal | 10.00 |
| 1 |
| 25 |
| 1 |
| 19 |
Spell / Air | 10.00 |
| 5 |
| 25 |
| 10 |
| 0 |
Spell / Enhancement | 10.00 |
| 1 |
| 20 |
| 20 |
| 19 |
Technique / Magical combat | 10.00 |
| 1 |
| 27 |
| 20 |
| 5 |
Spell / Phantasm | 10.00 |
| 29 |
| 0 |
| 0 |
| 0 |
Steamtech / Avoidance | 10.00 |
| 29 |
| 0 |
| 0 |
| 0 |
Spell / Earth | 2.00 |
| 10 |
| 25 |
| 0 |
| 0 |
Corruption / Doom shield | 10.00 |
| 1 |
| 27 |
| 0 |
| 0 |
Technique / Throwing knives | 10.00 |
| 7 |
| 10 |
| 10 |
| 10 |
Generic Talents
Cunning / Survival | 10.20 |
| 29 |
| 25 |
| 21 |
| 17 |
Steamtech / Engineering | 10.00 |
| 2 |
| 27 |
| 1 |
| 19 |
Technique / Unarmed training | 10.00 |
| 1 |
| 27 |
| 1 |
| 0 |
Technique / Combat training | 10.00 |
| 50 |
| 10 |
| 50 |
| 8 |
| 10 |
| 150 |
Race / Hoardling ascendant | 20.00 |
| 31 |
| 23 |
| 15 |
| 7 |
Race / Ogre | 2.00 |
| 1 |
| 10 |
| 10 |
| 0 |
Race / Yeek | 10.00 |
| 1 |
| 10 |
| 10 |
| 0 |
Race / Dwarf | 10.00 |
| 2 |
| 10 |
| 12 |
| 4 |
Corruption / Demonic strength | 10.00 |
| 5 |
| 10 |
| 23 |
| 0 |
Steamtech / Blacksmith | 10.00 |
| 31 |
| 27 |
| 23 |
| 19 |
Technique / Conditioning | 10.00 |
| 20 |
| 10 |
| 0 |
| 0 |
Race / Parasite | 10.00 |
| 1 |
| 5 |
| 0 |
| 0 |
Steamtech / Physics | 2.00 |
| 3 |
| 3 |
| 3 |
| 17 |
Psionic / Finer energy manipulations | 20.00 |
| 5 |
| 27 |
| 1 |
| 19 |
Corruption / Torment | 10.00 |
| 31 |
| 0 |
| 0 |
| 0 |
Steamtech / Chemistry | 2.00 |
| 3 |
| 3 |
| 3 |
| 17 |
Undead / Skeleton | 10.00 |
| 29 |
| 25 |
| 21 |
| 0 |
Spell / Staff combat | 10.00 |
| 31 |
| 27 |
| 21 |
| 0 |
Chronomancy / Energy | 10.00 |
| 29 |
| 0 |
| 0 |
| 0 |
Race / Orc | 10.00 |
| 1 |
| 10 |
| 10 |
| 2 |
Psionic / Dreaming | 2.00 |
| 1 |
| 27 |
| 0 |
| 0 |
Effects
talent | Stone Skin |
talent | Molten Iron Blood |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Lucid Dreamer |
talent | Automated Cloak Tessellation |
talent | Shock Hands |
talent | Hardened Core |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Shadow Feed |
talent | Exoskeleton |
talent | Energy Decomposition |
talent | Feather Wind |
talent | Augmentation |
talent | Reality Smearing |
talent | Aether Permeation |
talent | Essence of Speed |
talent | Fiery Hands |
talent | Defensive Posture |
talent | Quickdraw |
beneficial effect | All stats increased by 4154. Pain Enhancement System |
beneficial effect | Immune to detrimental physical effects Elemental Surge: Physical |
beneficial effect | Inspired by a recent kill increasing all resistance by 3577%. Orcish Triumph |
detrimental effect | Zone-wide effect: +10% blight damage, -10% blight resistance, -20% healing mod, -20% disease immunity. Miasma |
beneficial effect | You have transformed into a dragon, becoming larger, tougher, and significantly more dangerous. By Treasure, Scaled |
beneficial effect | Movement speed increased by 9247%. Elemental Surge: Lightning |
beneficial effect | Has 20 throwing knives prepared: 20 KnivesRange: 9 Net Damage: 338574 - 474003 Accuracy: 1312 (knife) APR: 176 Crit Chance: +2643% Crit mult: 474% Uses Stats: 309% Wil, 376% Cun, 50% Mag |
beneficial effect | Increases defense by 1099. Mobile Defense |
Quests
Proceed directly to the next Infinite Dungeon level in less than 194 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 10): Rush Hour (194)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 11): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 146 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 13): Rush Hour (146)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 14): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 197 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 15): Rush Hour (197)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 16): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 236 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 17): Rush Hour (236)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 18): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 107 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 19): Rush Hour (107)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 2): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 203 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 20): Rush Hour (203)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 200 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 21): Rush Hour (200)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 22): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 185 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 23): Rush Hour (185)Turns left: -1 | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 24): Headhunter0 / 2 demon spawn killed. | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 25): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 122 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 26): Rush Hour (122)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): PacifistYou completed the challenge and received: +1 Generic Point and +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 5): PacifistYou completed the challenge and received: +1 Class Point and +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 8): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 9): Pacifist | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Quiver | ![]() Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Base power: 17.0 - 20.4 Uses stats: 40% Wil, 50% Mag, 382% Cun Damage type: Mind Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +3.0% Capacity: 20 On weapon crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
Light source | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+0 eff.) Mindpower: +10 (+0 eff.) Light radius: +10 Absorbs all darkness (power 1079, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 3601.44 darkness damage (based on Mindpower and charge) Activation costs 1 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 | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Fatigue: +4% Changes stats: +10 Mag Changes resistances: +11% mind Changes resistances penetration: +10% blight Physical save: +30 (+1 eff.) Mental save: +40 (+2 eff.) Confusion immunity: +26% Maximum vim: +20.00 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +3 Defense: +5 (+0 eff.) Fatigue: +2% Changes stats: +8 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 1 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. |
Tool | ![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +10 Str / +10 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +20 (+1 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +15 Defense: +10 (+0 eff.) Changes stats: +5 Cun / +8 Str Changes damage: +9% lightning / +3% light Blindness immunity: +20% Light radius: +1 Infravision radius: +3 See stealth: +5 See invisible: +8 Rings make your fingers look great! |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +10 Wil / +8 Mag Changes resistances penetration: +20% mind Life regen: +1.00 See invisible: +12 Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 565% Mag, 40% Wil Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+0 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +20 Changes stats: +10 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 255% Wil, 50% Mag, 255% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 125% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+0 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +13 Defense: +3 (+0 eff.) Changes resistances: +11% cold Spell save: +15 (+0 eff.) Mental save: +13 (+0 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 | ![]() Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+0 eff.) Armour: +27 Defense: +15 (+0 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +6% darkness / +13% physical / +7% mind / +19% fire Changes resistances penetration: +15% fire Critical mult.: +12.00% Mental save: +27 (+1 eff.) A suit of armour made of leather. |
Inventory
![]() medical injector implant (efficiency 108% / cooldown 64%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -2 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 108% efficiency and cooldown mod of 64%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() steam generator implant (steam 8) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() movement infusion (speed 400%; cd 8) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() stralite ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+0 eff.) Armour penetration: +10 Defense: +7 (+0 eff.) It can be used to activate talent Disengage, placing all other charms into a 1 cooldown : Effective talent level: 7.0 Power cost: 1 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 221% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() stormbringer's stralite battleaxe of crippling (42-62 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.5 - 62.2 Uses stats: 685% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +13 lightning / +35 cold When wielded/worn: Physical crit. chance: +13.0% Changes resistances penetration: +19% lightning / +17% cold Movement speed: +43% Massive two-handed battleaxes. |
![]() Spectral Blade (26-42 power, 25 apr) Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 685% Wil, 60% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+0 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
![]() flaming dwarven-steel greatsword of the mystic (38-62 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stats: 685% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +12 fire When wielded/worn: Changes stats: +5 Mag / +3 Wil Spellpower: +10 (+0 eff.) Massive two-handed swords. |
![]() Shadowwreck the yew longbow Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +14 lightning Damage (radius 2) on crit: +20 darkness When wielded/worn: Changes resistances penetration: +10% darkness / +25% temporal Changes damage: +17% lightning / +9% fire / +12% darkness Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 577% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Cut immunity: -25% Maximum 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. |
![]() hardened leather sling 'Yvutha' Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Travel speed: +200% When wielded/worn: Accuracy: +10 (+0 eff.) Armour penetration: +1 Physical power: +15 (+0 eff.) Ammo reloads per turn: +4 Damage when hit (Melee): 6 blight Changes stats: +4 Cun Changes resistances penetration: +7% physical Changes damage: +3% physical Physical save: +12 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() mage-hunter's reinforced leather sling Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Effects on ranged hit: * 5 arcane resource burn Changes stats: +2 Cun / +4 Wil Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +8 (+0 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() blighted elven-wood magestaff (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% arcane Talent granted: +1 Command Staff Vim when firing critical spell: +3.00 Maximum vim: +13.00 Spellpower: +14 (+0 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood magestaff of invocation (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +18 (+0 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 112620.02 to 135144.03 lightning damage Activation puts all charms on cooldown for 1 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Murderfang's Surekill Requires: - Cunning 30 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: -10.0% Attack speed: 100% Dam. multiplier: 100% Firing range: +6 On weapon crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Travel speed: +1500% Attacks use: 2.0 Steam When wielded/worn: Talent granted: +3 Surekill Critical mult.: +50.00% "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
![]() penetrating dwarven-steel steamgun Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +6% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Viperquill (28-42 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 28.0 - 42.0 Uses stats: 577% Wil, 50% Mag Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +48 Damage (radius 1) on hit: +16 arcane / +12 fire Damage (radius 2) on crit: +8 nature / +12 arcane Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +6 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 4 arcane / 4 nature Talent granted: +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! |
![]() corrosive dwarven-steel steamsaw of shrapnel (20-30 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 20.0 - 30.0 Uses stats: 577% Wil, 50% Mag Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +48 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +6 (+0 eff.) Fatigue: +8% Effects when hit in melee: * 12% chance to reduce armor by 229% On shield block: * Cause enemies within radius 6 to bleed for 2397 physical damage over 5 turns (1/turn) Changes stats: +2 Con Changes resistances: +13% acid Talent granted: +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! |
![]() dwarven-steel waraxe of amnesia (21-29 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stats: 577% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 49 turns (checks Confusion immunity) One-handed war axes. |
![]() plaguebringer's dwarven-steel waraxe (20-27 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stats: 577% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 213 Damage (Melee): +7 blight When wielded/worn: Disease immunity: +10% One-handed war axes. |
![]() plaguebringer's dwarven-steel waraxe of projection (21-29 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stats: 577% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 213 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +12 blight When wielded/worn: Disease immunity: +11% One-handed war axes. |
![]() plaguebringer's iron waraxe of evisceration (12-18 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stats: 577% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 1). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 213 On weapon crit: * Wound the target dealing 2397 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +6 blight When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Disease immunity: +11% One-handed war axes. |
![]() hardened leather belt 'Moldjam' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 231% Changes resistances: +12% nature / +20% darkness Changes damage: +15% nature Maximum life: +38.00 A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+0 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 1 power out of 50/50) : Effective talent level: 7.0 Power cost: 1 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 50% chance to evade melee and ranged attacks and 4984 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+0 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+0 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+0 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 1% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (123813 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (201312 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 1 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() wanderer's pair of dwarven-steel boots of disengagement (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Dex / +5 Cun / +2 Con Physical save: +13 (+1 eff.) Mental save: +11 (+0 eff.) It can be used to activate talent Disengage, placing all other charms into a 1 cooldown : Effective talent level: 9.0 Power cost: 1 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 8 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 237% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() umbral dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 10 darkness Changes resistances: +9% darkness Changes damage: +3% darkness When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 255% Wil, 255% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 3). On weapon hit: * 5% chance to reduce damage dealt by 143% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Drodralen (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +2.0% Armour: +3 Fatigue: +3% Changes stats: +2 Wil / +4 Con Changes resistances: +9% temporal Changes damage: +12% temporal Hate when firing a critical mind attack: +2.00 A cap made of leather. |
![]() Lightspiker (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con Changes resistances: +18% acid / +24% fire / +9% blight Changes damage: +6% acid Light radius: +2 A hat made of leather. Very stylish. |
![]() Shiverobsidian the dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 cold Changes resistances: +7% nature Changes resistances penetration: +25% cold / +10% temporal Changes damage: +15% lightning / +6% temporal / +6% cold Spell save: +6 (+0 eff.) Maximum life: +71.00 Healing mod.: +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() cashmere wizard hat 'Velulle' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 8 mind Changes stats: +3 Cun Changes resistances: +16% fire Changes resistances penetration: +10% acid Changes damage: +15% acid / +11% fire / +3% mind Maximum hate: +4.00 Mindpower: +5 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() cured leather armour of the hero (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+0 eff.) Fatigue: +7% Changes stats: +5 Str / +3 Dex / +4 Mag / +4 Wil / +4 Cun Maximum life: +35.00 A suit of armour made of leather. |
![]() Burnmarrow (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Effects on melee hit: * 20% chance to reduce all saves and defense by 183 Damage when hit (Melee): 8 fire Changes resistances: +3% acid / +17% fire / +6% mind Changes resistances penetration: +5% mind / +20% fire Changes damage: +18% mind A suit of armour made of metal plates. |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+0 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() mummy wrappings of fire (-4%) (5 def, 2 armour) Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+0 eff.) Fatigue: +2% Changes stats: +5 Mag Changes resistances: -4% fire Changes damage: +14% fire / +15% cold / +15% darkness / +15% arcane Spellpower: +10 (+0 eff.) Decaying mummy wrappings. |
![]() barbed quiver of yew arrows (23/23, 43-60 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 43.0 - 60.2 Uses stats: 309% Wil, 50% Mag, 376% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +13.0% Capacity: 23 On weapon crit: * Wound the target dealing 2397 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() deadly quiver of yew arrows of vileness (18/18, 46-64 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 45.5 - 63.7 Uses stats: 309% Wil, 50% Mag, 376% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 18 On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 213 Damage (Ranged): +15 blight Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+0 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+0 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 12 (based on Magic) detrimental mental effects Activation costs 1 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 395823.48 fire damage (based on Magic) Activation costs 1 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Ragandil the Hellhash (19/19, 30-36 power, 3 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.0 - 36.0 Uses stats: 40% Wil, 50% Mag, 426% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 Damage (Ranged): +20 lightning / +20 fire Damage (radius 1) on hit: +8 lightning / +20 fire Damage (radius 2) on crit: +8 fire Damage against: +14% Unnatural / +10% Unliving Shots are used with slings to pummel your foes to death. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 1 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() The Jolt Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() stralite torque of clear mind [power 3] (1 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 1 turns. Torques are made by powerful psionics to store psionic powers. |
![]() focusing yew totem of summon tentacle [power 220] (1 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to 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: 533 Base Damage: 232 Armor: 15 All Resist: 16 Activation puts all charms on cooldown for 1 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Etelmir the Hoardling Ascendant Adventurer level 24
13rd Profit 122nd year of Ascendancy at 06:08 see stats
By Etelmir the Hoardling Ascendant Adventurer level 25
14th Profit 122nd year of Ascendancy at 04:22 see stats
By Etelmir the Hoardling Ascendant Adventurer level 22
6th Profit 122nd year of Ascendancy at 20:51 see stats
By Etelmir the Hoardling Ascendant Adventurer level 11
31st Voratun 122nd year of Ascendancy at 13:30 see stats
By Etelmir the Hoardling Ascendant Adventurer level 23
9th Profit 122nd year of Ascendancy at 19:47 see stats
By Etelmir the Hoardling Ascendant Adventurer level 10
28th Voratun 122nd year of Ascendancy at 04:22 see stats
By Etelmir the Hoardling Ascendant Adventurer level 20
5th Profit 122nd year of Ascendancy at 12:21 see stats
By Etelmir the Hoardling Ascendant Adventurer level 30
18th Profit 122nd year of Ascendancy at 05:30 see stats
By Etelmir the Hoardling Ascendant Adventurer level 8
25th Voratun 122nd year of Ascendancy at 21:19 see stats
By Etelmir the Hoardling Ascendant Adventurer level 5
18th Voratun 122nd year of Ascendancy at 08:14 see stats
By Etelmir the Hoardling Ascendant Adventurer level 1
16th Voratun 122nd year of Ascendancy at 13:20 see stats
By Etelmir the Hoardling Ascendant Adventurer level 8
25th Voratun 122nd year of Ascendancy at 16:18 see stats
By Etelmir the Hoardling Ascendant Adventurer level 18
4th Profit 122nd year of Ascendancy at 04:25 see stats
By Etelmir the Hoardling Ascendant Adventurer level 10
29th Voratun 122nd year of Ascendancy at 20:15 see stats
Log
Etelmir's spell attains critical power!
Etelmir revels in the pain.
Etelmir deflects the projectile from Orc necromancer but fumbles!
Etelmir speeds up.
Orc necromancer deactivates Hiemal Shield.
You collect a new ingredient: orc heart (1).
Etelmir roars triumphantly.
Etelmir surges with earthen power!
You unleash a crippling blast of earthen energy!
Etelmir slows down.
Etelmir hits Orc necromancer for (295 absorbed), 9538601 physical (9538601 total damage).
Etelmir killed Orc necromancer!
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the west (Orc necromancer's Hiemal Shield)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the west (Orc necromancer's Hiemal Shield)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the west (Orc necromancer's Hiemal Shield)).
Etelmir picks up ( .): garnet.
Etelmir picks up (z.): Viperquill (28-42 power, 0 apr).
Etelmir performs a melee critical strike against Giant acid ant!
Etelmir surges with lightning power!
You collect a new ingredient: length of troll intestine (1).
Etelmir hits Giant acid ant for 34571414 lightning damage.
Elemental Surge hits Forest troll for 234506 lightning damage.
Etelmir killed Giant acid ant!
Elemental Surge killed Forest troll!