












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.7Official 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:
Better Item Description 1.6.6This 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 Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Embers of Rage 1.6.7Official 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:
Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Archmage (Technomancer) |
Level / Exp | 28 / 73% |
Size | medium |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 5 on the 78th Pyre 122nd year of Ascendancy at 00:58 3 / 3Killed by Thomas Jefferson at level 16 on the 6th Dusk 122nd year of Ascendancy at 18:44 Killed by Grand Corruptor at level 22 on the 35th Dusk 122nd year of Ascendancy at 21:37 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 16 (base 11) |
Magic | 82 (base 60) |
Willpower | 88 (base 60) |
Cunning | 65 (base 59) |
Resources
Life | 477/477 |
Mana | 329/339 |
Steam | 0/125 |
Healing Factor | 1.2483870967742 |
Regeneration | 1.3108064516129 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +60.14089514843% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 7 |
Infravision | 5 |
Offense: Mainhand
Damage | 34 |
Accuracy | 23 |
Crit Chance | 35% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 47% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +21% |
Temporal | +28% |
Physical | +24% |
Arcane | +47% |
All | 0% |
Nature | +23% |
Offense: Damage Penetration
Darkness | +10% |
Temporal | +17% |
Arcane | +60% |
Physical | +18% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 32.16282324642 (30%) |
Defense | 49 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 56 |
Mental Save | 40 |
Defense: Resistances
Acid | + 53%( 70%) |
Blight | + 53%( 70%) |
Arcane | + 80%( 80%) |
Cold | + 53%( 70%) |
All | + 9%( 70%) |
Darkness | + 53%( 70%) |
Light | + 53%( 70%) |
Temporal | + 53%( 70%) |
Fire | + 53%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 81% |
Stun Resistance | 61% |
Disarm Resistance | 44% |
Poison Resistance | 50% |
Blind Resistance | 45% |
Inscriptions (4/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 384 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 510 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (56 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Spell / Meta | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Occult technomancy | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Aegis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Arcane Shield |
talent | Blur Sight |
talent | Thunderstorm |
talent | Feather Wind |
talent | Spellcraft |
talent | Pure Aether |
talent | Shielding |
talent | Arcane Power |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you improved talent Last Engineer Standing (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 fire dragon that dwelled there. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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 |
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 AlchemistsAgrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.40 Max.stam +12.00 Infravis +2 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% darkness Res.pen +10% darkness +10% arcane Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Resists +7% cold +7% temporal Def/telep +12 Res/telep +15% Dur/telep +17% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * 10% chance to slow global speed by 58% ----- def ----- Armour +1 Fatigue +1% Resists +11% light +6% blight +6% fire +3% cold +11% darkness A cap made of leather. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +23.00 Disarm- +22% Pinning- +24% Knockbk- +21% Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% Max.HP +21.00 Disarm- +22% Pinning- +20% Knockbk- +20% ---------- misc Max.enc +22 Rings can have magical properties. |
Around 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. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Random Unique] Nature/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +16% Crit.mult +15.00% Spell.pwr +22 (+5 eff.) Dmg.mod +30% arcane ----- def ----- Defense +7 (+2 eff.) Resists +9% acid +9% fire +6% darkness +6% temporal HP.reg +0.80 Heal.mod +20% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 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 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 81.01 light damage. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 5 acid 3 lightning 3 fire 7 arcane 5 cold Dmg.mod +4% arcane ----- def ----- Armour +2 Resists +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +11 Wil +15 Mag dps ---------- Dmg.mod +28% temporal +24% physical Res.pen +17% temporal +18% physical ----- def ----- Resists +9% all Crit.dmg- 15.00% Anom.red +22 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.18 Psi/turn +0.21 Talents +3 Arcane Dynamo A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+6 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
![]() 0.0 potion [Plot Item] Nature Grant you two additional generic talent points. A vial of murky white fluid. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 642.56 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 492 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 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 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +11 (+4 eff.) Confus- +24% Rings can have magical properties. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Master Power 109% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 acid While equipped: Stats +4 Str dps ---------- Phys.crit +3.0% Crit.mult +15.00% Res.pen +25% physical +7% all Acc +9 (+4 eff.) Apr +7 On Hit (Melee): * 20% chance to reduce armor by 38% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Rare] Disrupt Power 99% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +4 darkness On Hit: * 5% chance to slow global speed by 58% While equipped: dps ---------- Dmg.mod +3% darkness Acc +5 (+2 eff.) ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +3.00 Sharp, short and deadly. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Master Power 119% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +16 arcane +4 light On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +6% lightning Melee Ret 2 lightning ----- def ----- Resists +3% lightning Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Nature Power 124% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +30 fire On Hit: * 20% chance to slow global speed by 58% While equipped: Stats +1 Con dps ---------- Crit.mult +10.00% All.spd +4% Res.pen +16% fire ----- def ----- Resists +6% cold Spell.save +15 (+4 eff.) ---------- misc Infravis +2 Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Unique] Arcane/Nature Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: dps ---------- Phys.crit +2.0% Acc +9 (+4 eff.) On Hit (Ranged): * 20% chance to slow global speed by 58% ----- def ----- Armour +2 Resists +6% fire HP.reg +2.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Rare] Nature Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +200% While equipped: Stats +17 Con +17 Wil dps ---------- Phys.crit +2.0% Dmg.mod +9% physical ----- def ----- Armour +4 Resists +9% nature Die.at -80.00 life Max.HP +87.00 ---------- misc Max.stam +20.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Psionic Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 darkness Against +9% Living On Hit: * 10% chance to reduce damage dealt by 25% While equipped: Stats +4 Dex +7 Con dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 25% * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Crit.dmg- 15.00% Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Master Power 128% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +4 Dex +2 Con ----- def ----- Armour +4 Resists +5% arcane ---------- misc Max.stam +30.00 Blunt and deadly. |
![]() 3.0 T1 mace 1H weapon [Rare] Psionic Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 mind On Hit: * 11% chance to reduce all saves and defense by 30 While equipped: Stats +3 Dex +2 Wil +2 Cun ----- def ----- Resists +6% lightning +3% fire +3% darkness Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Master Power 113% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Crit.mult +14.00% Apr +7 ----- def ----- Resists +6% lightning +3% temporal +6% light +12% blight +6% mind Blind- +10% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Ego++] Master Power 136% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +9 (+8 eff.) Dmg.mod +10% physical Res.pen +7% physical Acc +7 (+3 eff.) ----- def ----- Disarm- +13% Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature Power 100% Range: 1.1x Uses 30% Wil, 50% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% 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.) ----- def ----- Resists +15% blight +2% physical +6% mind Spell.save +12 (+4 eff.) Mind.save +4 (+1 eff.) Max.HP +20.00 ---------- misc Max.psi +22.00 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 [Random Unique] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +4 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 8 mind 7 darkness Dmg.mod +11% lightning +6% temporal +10% darkness +15% fire +15% mind +10% cold Res.pen +15% lightning +9% mind +8% darkness ----- def ----- Resists +6% lightning Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.hate +5.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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. |
![]() 5.0 T3 staff 1H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% arcane +12% mind Res.pen +10% mind ---------- misc Light +1 Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 113% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+3 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Phys.crit +2.0% Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +6% light +10% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +22 (+5 eff.) Dmg.mod +12% nature +25% cold Res.pen +20% mind Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 58% * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Resists +12% mind ---------- misc Mana/turn +0.26 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +25 (+6 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ---------- misc Mana/turn +0.25 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+1 eff.) Dmg.mod +10% arcane ---------- misc Mana/turn +0.12 Max.mana +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 steamsaw 1H weapon Reqs Str 24 [Random Unique] Nature/Master/Steamtech Power 133% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 On Crit.r2 +19 fire Uses 1.0 Steam While equipped: dps ---------- All.spd +5% Res.pen +6% physical +9% fire Acc +7 (+3 eff.) Apr +6 ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +6% blight +3% fire +3% darkness +5% arcane ---------- 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 waraxe 1H weapon Reqs Str 24 [Rare] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +4 Wil dps ---------- Dmg.mod +5% physical Acc +8 (+4 eff.) ---------- misc Infravis +3 See.Invis +6 One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 116% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: dps ---------- Res.pen +5% light ----- def ----- Resists +6% fire One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +4 mind On Hit: * 10% chance to slow global speed by 58% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% darkness One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego++] Master Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Con dps ---------- Phys.crit +5.0% Phys.pwr +5 (+5 eff.) Res.pen +7% physical ----- def ----- Disarm- +11% One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +1 Cun dps ---------- Phys.crit +2.0% Melee Ret 6 lightning ----- def ----- Armour +2 Resists +6% acid +6% blight ---------- misc See.Invis +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire +3% cold Res.pen +20% cold ----- def ----- Resists +6% lightning +5% temporal +6% fire A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+5 eff.) On Hit (Melee): * 10% chance to slow global speed by 58% ----- def ----- Armour +4 Defense +1 (+0 eff.) Resists +3% nature +2% physical Max.HP +30.00 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: dps ---------- Dmg.mod +6% lightning +6% cold Res.pen +15% cold ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +9% lightning +15% cold +6% light 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] Arcane While equipped: Stats +2 Dex +4 Wil +2 Con dps ---------- Crit.mult +10.00% Mind.pwr +15 (+5 eff.) Res.pen +15% light ----- def ----- Defense +2 (+0 eff.) Resists +12% light Phys.save +9 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Ego+] Arcane/Nature While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +8% temporal +5% arcane +12% fire ----- def ----- Resists +9% all +18% fire ---------- misc Max.mana +26.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +3% Crit.mult +10.00% Res.pen +5% cold ----- def ----- Armour +5 Fatigue +2% ---------- misc Psi/ret +0.04 Max.psi +10.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% lightning +12% darkness Res.pen +5% mind Acc +6 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+4 eff.) Mind.save +9 (+3 eff.) Disarm- +27% ---------- misc Max.psi +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Mind.crit +1% Dmg.mod +5% arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Fatigue +3% Resists +9% temporal ---------- misc Equi/ret +0.12 Hate/m.crit +1.00 Max.psi +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor [Ego++] Disrupt/Psionic While equipped: Stats +3 Cun dps ---------- Acc +6 (+3 eff.) On Melee Ret: * 21 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness Spell.save +11 (+3 eff.) ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +6% temporal +12% fire +10% mind +3% nature A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +12% mind Res.pen +5% mind ----- def ----- Armour +3 Fatigue +5% Resists +3% nature +3% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Mind.crit +2% ----- def ----- Defense +2 (+0 eff.) Resists +9% acid +9% nature Spell.save +3 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.04 Hate/m.crit +3.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +6% lightning Res.pen +5% blight On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Armour +3 Fatigue +3% Resists +21% lightning A cap made of leather. |
![]() 14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Master While equipped: Stats +4 Str +2 Wil dps ---------- Melee Ret 8 temporal On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +21% acid ---------- misc See.Invis +15 A suit of armour made of mail. |
![]() 9.0 T3 light armor Reqs Str 16 [Rare] Nature While equipped: Stats +2 Str +2 Dex ----- def ----- Armour +10 Defense +24 (+8 eff.) Fatigue +8% HP.reg +3.80 ---------- misc Stam/turn +0.60 Light +3 A suit of armour made of leather. |
![]() 9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% cold +3% darkness +5% arcane A suit of armour made of leather. |
![]() 7.0 T2 shield armor Reqs - Shield usage training Str 16 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +10% temporal ----- def ----- Armour +4 Fatigue +8% Resists +21% fire ---------- misc Equi/ret +0.16 Max.hate +4.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs - Shield usage training Str 16 [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun +1 Mag dps ---------- Dmg.mod +14% light +12% darkness On shield block: * Deals 148 light and fire damage to each enemy blocked ----- def ----- Armour +4 Fatigue +8% Resists +5% fire +19% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Rare] Psionic Power 119% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Ranged+ +20 nature +24 physical On Hit.r1 +20 lightning On Crit.r2 +8 nature +8 lightning On Hit: * 20% chance to knock the target back 3 spaces and deal 196 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Rare] Arcane Power 122% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 23 On Hit.r1 +16 lightning +12 fire +16 temporal On Crit.r2 +20 lightning On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Rare] Master Power 125% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 20 On Hit.r1 +12 light On Crit.r2 +4 light On Hit: * 20 arcane resource burn Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo Reqs Dex 35 [Rare] Arcane Power 157% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 22 Ranged+ +20 fire +20 mind +8 arcane On Hit.r1 +4 mind On Crit.r2 +20 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 99 damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego++] Master Power 152% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +22.0% Capacity 23 On Crit: * Wound the target dealing 23 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 T3 digger tool [Rare] Psionic While equipped: Stats +6 Str +3 Dex dps ---------- Phys.crit +2.0% Dmg.mod +5% mind +8% fire Apr +5 ----- def ----- Mind.save +6 (+2 eff.) Die.at -20.00 life ---------- misc Stam/turn +1.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +3 Dex +6 Wil dps ---------- Dmg.mod +6% nature +6% light ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 3.0 T1 shot ammo [Rare] Master Power 124% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Ranged+ +8 lightning On Hit.r1 +4 darkness +4 lightning On Crit.r2 +12 lightning Shots are used with slings to pummel your foes to death. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Res.pen +10% arcane +25% temporal ----- def ----- Resists +6% mind ---------- misc Vim/s.crit +2.00 Max.vim +50.00 Wards +4 lightning +3 nature +3 arcane +3 darkness Talents +1 Ward Fire a magical bolt dealing 255 lightning damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Thomas Jefferson the Higher Archmage level 22
35th Dusk 122nd year of Ascendancy at 23:42 see stats
By Thomas Jefferson the Higher Archmage level 21
29th Dusk 122nd year of Ascendancy at 19:01 see stats
By Thomas Jefferson the Higher Archmage level 20
19th Dusk 122nd year of Ascendancy at 16:37 see stats
By Thomas Jefferson the Higher Archmage level 28
73rd Dusk 122nd year of Ascendancy at 03:56 see stats
By Thomas Jefferson the Higher Archmage level 10
6th Mirth 122nd year of Ascendancy at 02:50 see stats
By Thomas Jefferson the Higher Archmage level 20
19th Dusk 122nd year of Ascendancy at 00:07 see stats
By Thomas Jefferson the Higher Archmage level 5
75th Pyre 122nd year of Ascendancy at 08:58 see stats
By Thomas Jefferson the Higher Archmage level 2
75th Pyre 122nd year of Ascendancy at 04:25 see stats
By Thomas Jefferson the Higher Archmage level 27
50th Dusk 122nd year of Ascendancy at 06:27 see stats
By Thomas Jefferson the Higher Archmage level 17
16th Dusk 122nd year of Ascendancy at 06:51 see stats
By Thomas Jefferson the Higher Archmage level 25
46th Dusk 122nd year of Ascendancy at 23:44 see stats
By Thomas Jefferson the Higher Archmage level 12
2nd Summertide 122nd year of Ascendancy at 07:43 see stats
By Thomas Jefferson the Higher Archmage level 22
32nd Dusk 122nd year of Ascendancy at 14:47 see stats
Log
Thomas Jefferson activates Arcane Shield.
Thomas Jefferson deactivates Blur Sight.
Thomas Jefferson activates Blur Sight.
Thomas Jefferson deactivates Thunderstorm.
The furious lightning storm around Thomas Jefferson calms down and disappears.
Thomas Jefferson activates Thunderstorm.
A furious lightning storm forms around Thomas Jefferson!
Thomas Jefferson deactivates Feather Wind.
You carry too much--you are encumbered!
Drop some of your items.
Thomas Jefferson activates Feather Wind.
You are no longer encumbered.
Thomas Jefferson deactivates Spellcraft.
Thomas Jefferson activates Spellcraft.
Thomas Jefferson deactivates Pure Aether.
Thomas Jefferson activates Pure Aether.
Thomas Jefferson deactivates Shielding.
Thomas Jefferson activates Shielding.
Thomas Jefferson deactivates Arcane Power.
Thomas Jefferson activates Arcane Power.
Thomas Jefferson deactivates Feather Wind.
Thomas Jefferson deactivates Arcane Power.
Thomas Jefferson deactivates Blur Sight.
Thomas Jefferson deactivates Thunderstorm.
The furious lightning storm around Thomas Jefferson calms down and disappears.
Thomas Jefferson deactivates Stone Skin.
Thomas Jefferson deactivates Arcane Shield.
Thomas Jefferson deactivates Spellcraft.
Thomas Jefferson deactivates Pure Aether.
Thomas Jefferson deactivates Shielding.