











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Merchant on the Map 1.1.0Places 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. Ashes of Urh'Rok 1.7.0Official 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Improved Auto-explore and Rest 1.6.0Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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.
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Possessor Bonus Class 1.7.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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: Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Embers of Rage 1.7.0Official 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:
Better Item Description 1.6.0This 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 Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 39 / 49% |
Size | medium |
Lifes / Deaths | Killed by Xereda the blade horror at level 39 on the 28th Wealth 123rd year of Ascendancy at 21:19 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 100 (base 60) |
Dexterity | 31 (base 11) |
Constitution | 80 (base 60) |
Magic | 24 (base 10) |
Willpower | 45 (base 10) |
Cunning | 76 (base 38) |
Resources
Psi | 155/165 |
Life | -289/1762 |
Steam | 100/100 |
Stamina | 171/352 |
Equilibrium | 57 |
Healing Factor | 1.7210366327279 |
Regeneration | 8.033019331509 |
Speed
Mental | +8.8817841970013E-14% |
Attack | 0% |
Movement | +63.2% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 6 |
Offense: Mainhand
Damage | 184 |
Accuracy | 60 |
Crit Chance | 61% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7.3333333333333 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Nature | +25% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Light | +10% |
Lightning | +26% |
Physical | +10% |
Cold | +30% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 78.292304923968 (87.807182003187%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 12 |
Physical Save | 57 |
Spell Save | 79 |
Mental Save | 61 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 23%( 70%) |
All | + 18%( 70%) |
Lightning | + 34%( 70%) |
Light | + 20%( 70%) |
Physical | + 29%( 70%) |
Mind | + 43%( 70%) |
Fire | + 47%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Stun Resistance | 81% |
Confusion Resistance | 28% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Pinning Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 535 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 829% 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 201 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Technique / Bloodthirst | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 |
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 grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the lone alchemist from death by Betholaith the orc soldier. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
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 improved spell save by +12. | done |
You failed to protect the lost defiler from death by Silaba the mountain troll. Escort: lost defiler (level 3 of Trollmire) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost defiler from death by Isluwyn the orc summoner. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Gundan. Escort: lost warrior (level 1 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed bear paw. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed giant spider spinneret. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed naga tongue. * You've found the needed ice wyrm tooth. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 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 within8 lumberjacks have died. | done |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 5/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() 2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Res.pen +10% light ----- def ----- Resists +3% all Spell.save +5 (+1 eff.) Mind.save +3 (+1 eff.) Poison- +20% Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +11 Fatigue +5% Resists +6% fire +3% light +6% cold Spell.save +3 (+0 eff.) Heal.mod +20% Stun/Frz- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +30.00% Dmg.mod +6% cold Res.pen +10% physical ----- def ----- Armour +4 Defense +6 (+3 eff.) Resists +8% physical Mind.save +12 (+3 eff.) Die.at -20.00 life ---------- misc Psi/ret +0.08 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun ----- def ----- Defense +10 (+4 eff.) Resists +3% blight +5% arcane +12% mind Spell.save +18 (+3 eff.) Mind.save +12 (+3 eff.) Stun/Frz- +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +10 Str +3 Wil ----- def ----- Resists +9% fire Mind.save +8 (+2 eff.) Max.HP +61.00 ---------- misc Max.stam +30.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 greatsword 2H weapon [Random Unique] Nature/Psionic Power 51.5 - 82.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +23 Crit +24.5% Atk.spd 100% Melee+ +12 blight +20 mind On Crit.r2 +49 lightning +35 cold On Hit: * 31% chance to reduce all saves and defense by 28 While equipped: Stats +16 Str +16 Dex +16 Mag +19 Wil +23 Cun +13 Con dps ---------- S.pwr/crit +6 Mov.spd +53% Res.pen +26% lightning +30% cold Melee Ret 4 lightning ----- def ----- Spell.save +12 (+2 eff.) ---------- misc Vim/s.crit +1.00 Massive two-handed swords. |
On hands | ![]() 1.5 T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+4 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+3 eff.) Spell.save +15 (+3 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 144.00 arcane damage and stunned). Uses 100 power out of 62/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Main armor | ![]() 14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con dps ---------- Melee Ret 50 physical ----- def ----- Armour +38 Defense +10 (+4 eff.) Fatigue +17% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 27.89 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +3% mind Die.at -80.00 life Max.HP +39.00 Heal.mod +10% Disease- +20% ---------- misc Max.psi +30.00 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +15 (+4 eff.) Res.pen +20% darkness Acc +30 (+7 eff.) Apr +5 ----- def ----- Resists +16% mind +15% nature Confus- +28% ---------- misc Max.stam +20.00 Amulets make your neck look great! |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 115% efficiency and cooldown mod of 72%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 198% efficiency and cooldown mod of 50%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 240 then cleanse 1 wound, poison, and disease effect. 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -445 life. The duration and life will increase by 1% for every 1% life you have lost (currently 963 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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 0.0 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 567% 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 Dexterity 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 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 695% 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 [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 62 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 50 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 165 damage for 5 turns. 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +3% temporal +9% nature +6% mind Res.pen +5% mind Melee Ret 10 mind ----- def ----- Fatigue -5% HP.reg +2.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Lck +2 Str dps ---------- Acc +7 (+2 eff.) Melee Ret 2 darkness On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +7 (+3 eff.) Fatigue -5% Resists +12% temporal Unseen.red 13% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Crit.mult +10.00% Dmg.mod +12% light Res.pen +10% physical Melee Ret 4 mind ----- def ----- Resists +8% physical ---------- misc Stam/turn +1.50 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +15% lightning Stun/Frz- +29% ---------- misc Masteries +0.18 Technique/Bloodthirst +0.18 Wild-gift/Harmony Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Fatigue -5% HP.reg +3.00 Heal.mod +18% Cut- +60% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 292 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +5 (+2 eff.) Max.HP +30.00 HP.reg +5.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +8 Str +4 Dex +5 Cun dps ---------- Dmg.mod +9% acid Res.pen +20% acid ----- def ----- Phys.save +21 (+6 eff.) Spell.save +19 (+4 eff.) Mind.save +18 (+5 eff.) ---------- misc Infravis +3 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% nature On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +6% acid +13% physical +9% darkness +15% blight +6% lightning ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Wil +5 Mag dps ---------- Crit.mult +20.00% Res.pen +20% darkness Melee Ret 4 blight ----- def ----- Max.HP +24.00 Disarm- +25% Pinning- +25% Knockbk- +24% ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +12 (+5 eff.) Crit.dmg- 15.00% Max.HP +40.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.psi +30.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 115% 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! |
![]() 0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +2 Con dps ---------- Mov.spd +10% Acc +6 (+1 eff.) ----- def ----- Defense +6 (+3 eff.) Spell.save +11 (+2 eff.) ---------- misc Max.stam +12.00 Blinding Speed: Puts all charms on 40 cooldown Level 3.9 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +30 (+5 eff.) S.pwr/crit +8 Dmg.mod +3% cold Res.pen +15% arcane ----- def ----- Resists +12% blight +6% cold Max.HP +67.00 HP.reg +13.00 Heal.mod +16% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% cold Res.pen +10% light +20% physical Acc +15 (+4 eff.) ----- def ----- Defense +32 (+12 eff.) Resists +6% blight +6% temporal ---------- misc Max.stam +30.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 44.92 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 31.0 - 37.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +15 (+2 eff.) Dmg.mod +31% cold ----- def ----- Phys.save +9 (+3 eff.) Spell.save +12 (+2 eff.) Mind.save +7 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 31.0 - 37.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +4% Spell.pwr +20 (+3 eff.) Dmg.mod +31% fire ---------- misc Max.mana +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +16 (+3 eff.) Dmg.mod +25% darkness ---------- misc Mana/turn +0.15 Max.mana +137.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Arcane Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +20 mind On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Dmg.mod +15% acid +6% mind Melee Ret 8 mind On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Resists +18% acid +9% darkness Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 43.0 - 64.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +10 Str dps ---------- Dmg.mod +12% darkness Melee Ret 10 physical ----- def ----- Mind.save +15 (+4 eff.) ---------- misc Max.stam +30.00 Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Rare] Arcane Power 46.0 - 69.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +12 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +4 Str dps ---------- Dmg.mod +6% mind +18% physical ----- def ----- Armour +4 ---------- misc Max.hate +8.00 Max.psi +20.00 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: Stats +0 Str +0 Wil dps ---------- Dmg.mod +0% nature ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Psionic Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +26 darkness +16 light Against +28% Living While equipped: Stats +12 Str +7 Dex +12 Mag +9 Wil +13 Cun +9 Con dps ---------- Res.pen +15% light +15% blight Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T3 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 37.5 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 mind On Crit.r2 +33 lightning +13 cold On Hit: * 17% chance to reduce all saves and defense by 28 While equipped: Stats +5 Str +5 Wil +3 Cun dps ---------- Mov.spd +32% Dmg.mod +9% physical Res.pen +13% lightning +12% cold Acc +10 (+2 eff.) Melee Ret 4 arcane 4 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 23% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Master Power 62.0 - 99.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Con dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +13% physical ----- def ----- Disarm- +28% Massive two-handed swords. |
![]() 3.0 T4 trident 2H weapon [Ego+] Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +13% physical Acc +23 (+6 eff.) Apr +9 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 longsword 1H weapon [Unique] Steamtech Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 100% On Hit: * inflict fire damage based on steampower While equipped: ----- def ----- Cut- +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
![]() 3.0 T3 longsword 1H weapon [Rare] Master Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +11 Dex +4 Cun dps ---------- Phys.crit +11.0% Crit.mult +18.00% Dmg.mod +24% darkness Res.pen +10% darkness +25% acid Apr +11 ----- def ----- Resists +6% darkness Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +6.00% 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 T3 mace 1H weapon [Ego++] Master Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Crit.mult +14.00% Res.pen +8% physical Acc +8 (+2 eff.) Apr +18 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego++] Master Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Crit.mult +13.00% Res.pen +7% physical Acc +11 (+3 eff.) Apr +16 Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +30 (+11 eff.) Resists +9% darkness +15% nature Crit.dmg- 15.00% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Arcane Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +8 acid On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +4 Str +5 Con dps ---------- Dmg.mod +18% light +12% cold Res.pen +15% light Melee Ret 4 light ---------- misc See.Invis +6 One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Rare] Nature Power 16.5 - 21.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +13 nature On Hit: * 20 arcane resource burn While equipped: dps ---------- Dmg.mod +12% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% nature +18% lightning Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Rare] Disrupt Power 29.0 - 37.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Against +24% Unnatural On Crit.r2 +16 acid On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +12 Str ----- def ----- Resists +5% arcane Crit.dmg- 15.00% Spell.save +15 (+3 eff.) Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +20 light On Crit.r2 +16 light While equipped: Stats +6 Cun +5 Str dps ---------- Mind.crit +3% Mind.pwr +13 (+4 eff.) Dmg.mod +9% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +9% acid +8% fire +8% cold +7% physical Res.pen +4% acid +5% fire +5% cold +4% physical ----- def ----- Heal/summ +20 ---------- misc Max.summ +1 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Melee+ +16 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +8.0% ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- 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! |
![]() 3.0 T3 steamsaw 1H weapon [Normal] Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- 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! |
![]() 3.0 T4 steamsaw 1H weapon [Ego+] Nature/Steamtech Power 33.5 - 50.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +71 On Crit.r2 +13 lightning +25 cold Uses 1.0 Steam While equipped: dps ---------- Mov.spd +39% Res.pen +9% lightning +17% cold ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% ---------- 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! |
![]() 3.0 T4 steamsaw 1H weapon [Ego] Master/Steamtech Power 31.5 - 47.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +65 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +17% lightning ---------- 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! |
![]() 3.0 T4 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 31.5 - 47.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +64 Melee+ +13 nature Uses 1.0 Steam While equipped: Stats +5 Str +7 Dex dps ---------- Acc +14 (+3 eff.) ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% ---------- 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 steamgun 1H weapon Reqs Dex 35 Shoot [Ego+] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Crit.r2 +21 lightning +29 cold Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Steampwr +9 (+3 eff.) Mov.spd +25% Res.pen +8% lightning +21% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 shot ammo [Rare] Disrupt Power 49.5 - 59.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +8.0% Capacity 21 Ranged+ +12 physical On Hit: * 13% chance to slow global speed by 55% * 20% chance to reduce all saves and defense by 28 While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego++] Master/Psionic Power 55.5 - 66.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +15.5% Capacity 16 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 281 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 Reqs Dex 35 [Ego] Master/Psionic Power 44.5 - 53.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +12 Apr +5 Crit +5.5% Capacity 16 Rld cld 6 Ranged+ +12 mind On Hit: * 19% chance to reduce all saves and defense by 28 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 15 light and fire damage to each enemy blocked ----- def ----- Armour +6 Fatigue +8% Resists +8% light +7% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +7% acid +11% physical +7% fire +10% cold ----- def ----- Resists +12% acid +11% physical +13% fire +13% cold +11% all ---------- misc Mana/turn +0.21 Psi/turn +0.15 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +20% light ----- def ----- Armour +4 Defense +5 (+2 eff.) Resists +8% darkness +10% light +11% all Max.HP +46.00 ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning +24% cold +12% arcane Res.pen +15% arcane ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +8% mind +30% cold Mind.save +19 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% mind +30% nature Res.pen +10% nature Melee Ret 6 mind ----- def ----- Armour +7 Defense +12 (+5 eff.) Fatigue +8% Resists +9% temporal +9% fire Spell.save +9 (+2 eff.) HP.reg +5.60 ---------- misc Stam/turn +2.00 A suit of armour made of leather. |
![]() 14.0 T3 heavy armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +25% nature ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +20% darkness +21% fire Spell.save +9 (+2 eff.) HP.reg +5.00 ---------- misc Stam/turn +1.50 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Random Unique] Nature/Master While equipped: Stats +4 Str +2 Dex +1 Wil +10 Con dps ---------- Melee Ret 0 physical ----- def ----- Armour +21 Hardiness +0% Defense +3 (+1 eff.) Fatigue +12% Max.HP +75.00 HP.reg +1.00 Heal.mod +12% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Ego+] Arcane/Master While equipped: Stats +6 Str ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +8% physical +26% darkness +13% light ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T4 heavy armor [Ego+] Arcane While equipped: Stats +7 Con ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +19% Resists +10% fire -11% light +7% darkness Phys.save +8 (+3 eff.) Spell.save +9 (+2 eff.) Mind.save +9 (+3 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Wil +3 Cun +6 Con dps ---------- Dmg.mod +9% mind ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +12% Resists +7% acid +12% cold Max.HP +126.00 HP.reg +5.00 Heal.mod +14% ---------- misc Hate/m.crit +1.00 Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+4 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 17.0 T2 massive armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% arcane +15% cold ----- def ----- Armour +16 Defense +13 (+5 eff.) Fatigue +22% Resists +3% cold +17% fire Mind.save +24 (+6 eff.) A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +11 Fatigue +22% Mind.save +13 (+4 eff.) A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +2% Dmg.mod +3% nature ----- def ----- Mind.save +6 (+2 eff.) Max.HP +40.00 ---------- misc Hate/m.crit +2.00 Max.psi +30.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Ego++] Master/Psionic While equipped: Stats +4 Dex +1 Wil +4 Cun dps ---------- Phys.crit +6.0% Mind.crit +7% ----- def ----- Mind.save +5 (+2 eff.) Max.HP +45.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +3 (+1 eff.) Against +17% Summoned ----- def ----- D.Red.from +16% Summoned Phys.save +6 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Crit.mult +5.00% Phys.pwr +20 (+5 eff.) Apr +2 ----- def ----- Defense +10 (+4 eff.) Max.HP +42.00 ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Defense +16 (+6 eff.) Mind.save +8 (+2 eff.) Stealth +8 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +5 Wil dps ---------- Phys.pwr +4 (+1 eff.) Against +22% Summoned ----- def ----- D.Red.from +25% Summoned Spell.save +10 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Wil +4 Cun dps ---------- Phys.crit +5.0% Crit.mult +7.00% Phys.pwr +3 (+1 eff.) ----- def ----- Phys.save +13 (+4 eff.) Spell.save +16 (+3 eff.) Mind.save +10 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% cold ----- def ----- Defense +7 (+3 eff.) Resists +6% nature +1% physical Phys.save +6 (+2 eff.) Die.at -40.00 life HP.reg +4.00 Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +18% physical Res.pen +25% acid ----- def ----- Armour +15 Defense +2 (+1 eff.) Resists +18% cold Crit.dmg- 10.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Phys.crit +6.0% Mind.crit +3% Mind.pwr +15 (+5 eff.) Apr +3 ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane Mind.save +9 (+3 eff.) ---------- misc Psi/ret +0.24 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +5 Defense +7 (+3 eff.) Phys.save +13 (+4 eff.) Spell.save +21 (+4 eff.) Mind.save +16 (+4 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +6 Wil +8 Con dps ---------- Phys.crit +6.0% Crit.mult +10.00% Spell.pwr +9 (+1 eff.) Mind.pwr +7 (+2 eff.) Res.pen +8% physical ----- def ----- Armour +5 Fatigue +4% Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.08 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Acc +10 (+2 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 ---------- misc Psi/ret +0.12 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. |
![]() 1.0 T1 hands armor [Ego+] Master While equipped: ----- def ----- Armour +4 Mind.save +6 (+2 eff.) Max.HP +45.00 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. |
![]() 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +21 (+5 eff.) ----- def ----- Armour +2 Phys.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +29% 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. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Defense +1 (+0 eff.) Resists +15% cold A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +8 Str +11 Dex dps ---------- Crit.mult +20.00% Res.pen +25% physical ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +6% mind Phys.save +9 (+3 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 250.0 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +5 Con ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +10% cold A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+4 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +12 Lck dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +4% Dmg.mod +27% cold Res.pen +15% nature On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Armour +3 Fatigue +3% Resists +12% acid +9% cold +9% nature A hat made of leather. Very stylish. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +7 Fatigue +5% Resists +1% physical Die.at -40.00 life ---------- misc Light +3 Infravis +1 See.Invis +12 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 250.0 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil dps ---------- Mind.crit +2% Crit.mult +5.00% ----- def ----- Armour +3 Fatigue +5% ---------- misc Max.hate +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Armour +5 Fatigue +5% ---------- misc Psi/ret +0.08 Max.psi +10.00 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +3% light Res.pen +5% light ----- def ----- Armour +8 Fatigue +4% Resists +13% darkness +1% physical Heal.mod +5% Confus- +20% Stun/Frz- +20% ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire Res.pen +25% mind +25% fire ----- def ----- Armour +4 Fatigue +4% Resists +6% fire +10% nature +15% cold Spell.save +5 (+1 eff.) Max.HP +58.00 Heal.mod +14% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Ego+] Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +7 Fatigue +4% ---------- misc Infravis +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 250.0 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) 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 Latent Damage Type: Nature 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% 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 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +3 Wil dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Crit.dmg- 15.00% Phys.save +12 (+4 eff.) ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +5 Dex dps ---------- Phys.crit +1.0% On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Armour +4 Crit.dmg- 5.00% Phys.save +6 (+2 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +27% light Apr +1 Melee Ret 2 light ----- def ----- Max.HP +42.00 ---------- misc Stam/turn +3.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +5 Hardiness +20% Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning +20% acid ----- def ----- Resists +12% lightning Max.HP +20.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% acid +3% cold +9% nature +3% darkness Spell.save +6 (+1 eff.) Max.HP +21.00 ---------- misc Max.stam +16.00 Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Dex +3 Con dps ---------- Melee Ret 4 physical ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% cold Res.pen +20% arcane Melee Ret 2 arcane 8 cold ----- def ----- Resists +3% cold Max.HP +60.00 ---------- misc Max.stam +42.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +15% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Mind.save +6 (+2 eff.) Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +7 Mag dps ---------- Dmg.mod +6% acid ----- def ----- Resists +3% acid Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Armour +8 Resists +12% nature +12% darkness Spell.save +6 (+1 eff.) Heal.mod +20% Stun/Frz- +20% Sting an enemy dealing 242 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 235 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +6% nature Res.pen +20% mind Melee Ret 6 arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ---------- misc Mana/turn +0.32 Fire a magical bolt dealing 275 acid damage Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Gundan the Dwarf Berserker level 36
1st Wealth 123rd year of Ascendancy at 06:50 see stats
By Gundan the Dwarf Berserker level 35
39th Profit 123rd year of Ascendancy at 07:35 see stats
By Gundan the Dwarf Berserker level 28
18th Gold 123rd year of Ascendancy at 04:24 see stats
By Gundan the Dwarf Berserker level 9
27th Voratun 122nd year of Ascendancy at 01:48 see stats
By Gundan the Dwarf Berserker level 38
27th Wealth 123rd year of Ascendancy at 06:13 see stats
By Gundan the Dwarf Berserker level 32
30th Voratun 123rd year of Ascendancy at 06:35 see stats
By Gundan the Dwarf Berserker level 23
25th Steel 123rd year of Ascendancy at 16:53 see stats
By Gundan the Dwarf Berserker level 34
18th Profit 123rd year of Ascendancy at 01:00 see stats
By Gundan the Dwarf Berserker level 10
12nd Profit 122nd year of Ascendancy at 19:38 see stats
By Gundan the Dwarf Berserker level 20
2nd Dearth 122nd year of Ascendancy at 02:05 see stats
By Gundan the Dwarf Berserker level 30
25th Gold 123rd year of Ascendancy at 11:40 see stats
By Gundan the Dwarf Berserker level 30
24th Stralite 123rd year of Ascendancy at 07:09 see stats
By Gundan the Dwarf Berserker level 37
24th Wealth 123rd year of Ascendancy at 00:01 see stats
By Gundan the Dwarf Berserker level 18
27th Wealth 122nd year of Ascendancy at 04:18 see stats
By Gundan the Dwarf Berserker level 38
27th Wealth 123rd year of Ascendancy at 09:45 see stats
By Gundan the Dwarf Berserker level 5
18th Voratun 122nd year of Ascendancy at 20:28 see stats
By Gundan the Dwarf Berserker level 9
10th Profit 122nd year of Ascendancy at 16:01 see stats
By Gundan the Dwarf Berserker level 24
27th Steel 123rd year of Ascendancy at 23:18 see stats
By Gundan the Dwarf Berserker level 23
22nd Steel 123rd year of Ascendancy at 10:55 see stats
By Gundan the Dwarf Berserker level 17
25th Wealth 122nd year of Ascendancy at 00:59 see stats
By Gundan the Dwarf Berserker level 35
38th Profit 123rd year of Ascendancy at 13:17 see stats
Log
Xereda the blade horror hits Gundan for (80 flat reduction), 535 darkness, (20 flat reduction), 0 lightning, (18 flat reduction), 0 cold, (80 flat reduction), 139 darkness, (80 flat reduction), 108 darkness (782 total damage).
Gundan wanders around!
LIFE LOST WARNING!
--------------------------------
Keyboard input temporarily disabled.
Gundan is confused and fails to use Unstoppable.
Gundan internal structure returns to normal.
Gundan is no longer seared.
Gundan regains some of its will.
Gundan seems more focused.
Gundan has recovered!
Bloodstar from Gesethra the bloated horror hits Gundan for (27 flat reduction), 0 fire, (38 flat reduction), 0 physical (0 total damage).
Xereda the blade horror performs a melee critical strike against Gundan!
Gundan instinctively hardens his skin and ignores the attack!
Gundan repels an attack from Xereda the blade horror.
Melee retaliation hits Xereda the blade horror for (3 to time), 0 lightning, (11 to psi shield), (16 to time), 0 physical, (3 to time), 0 lightning, (11 to psi shield), (16 to time), 0 physical (0 total damage).
Xereda the blade horror hits Gundan for 424 darkness, 16 lightning, 18 cold, 166 darkness (624 total damage).
Talent Warshout is ready to use.
Something receives 26 healing from Gundan.
Bloodstar from Gesethra the bloated horror hits Gundan for 14 fire, 38 physical (52 total damage).
Skeleton archer's Shoot hits Gundan for 55 physical, 12 temporal (67 total damage).
Xereda the blade horror is no longer covered by shadows.
Melee retaliation hits Xereda the blade horror for (3 to time), 0 lightning, (11 to psi shield), (16 to time), 0 physical, (3 to time), 0 lightning, (11 to psi shield), (16 to time), 0 physical (0 total damage).
Xereda the blade horror hits Gundan for 133 darkness, 137 darkness (269 total damage).
Gundan the level 39 dwarf berserker was shadowed to death by Xereda the blade horror on level 1 of Unremarkable Cave.
--------------------------------
Xereda the blade horror prepares for the next kill!
Gundan's rage subsides!
Gundan no longer revels in blood quite so much.