









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 42 / 34% |
Size | big |
Lifes / Deaths | Killed by Bethyth the skeleton magus at level 20 on the 50th Dusk 122nd year of Ascendancy at 21:40 / 1 |
Primary Stats
Strength | 66 (base 35) |
Dexterity | 96 (base 63) |
Constitution | 52 (base 9) |
Magic | 67 (base 38) |
Willpower | 54 (base 8) |
Cunning | 99 (base 55) |
Resources
Mana | 624/624 |
Vim | 234/234 |
Life | 1252/1252 |
Positive | 153/153 |
Stamina | 249/254 |
Steam | 100/100 |
Healing Factor | 1.289329218765 |
Regeneration | 15.661918767978 |
Speed
Mental | -3.3306690738755E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 6 |
See Stealth | 87.90652204756 |
See Invisible | 84.90652204756 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 236 |
Accuracy | 94 |
Crit Chance | 102% |
APR | 62 |
Speed | 1.00 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 48% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Physical | +47% |
Acid | +39% |
Lightning | +35% |
Darkness | +41% |
Cold | +37% |
Arcane | +29% |
Fire | +51% |
All | +14% |
Offense: Damage Penetration
Mind | +26% |
Acid | +31% |
Fire | +36% |
All | +21% |
Defense: Base
Armour (hardiness) | 29 (60.678270784467%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 53 |
Mental Save | 47 |
Defense: Resistances
Acid | + 65%( 70%) |
Blight | + 20%( 70%) |
Physical | + 44%( 70%) |
Cold | + 68%( 70%) |
All | + 34%( 70%) |
Darkness | + 70%( 70%) |
Temporal | + 40%( 70%) |
Lightning | + 60%( 70%) |
Mind | + 36%( 70%) |
Fire | + 69%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 37% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Silence Resistance | 25% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 759 damage for 6 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 345.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 59 up to 7 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 117 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Sniper | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Generic Talents
Corruption / Vile life | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Intuitive Shots |
talent | Trained Reactions |
talent | Elemental Discord |
talent | Daunting Presence |
talent | Chant of Resistance |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Concealment |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You failed to protect the desperate necromancer from death by mountain troll thunderer. Escort: desperate necromancer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the desperate necromancer from death by dragonsfire trap. Escort: desperate necromancer (level 4 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +8. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you gained talent category Corruption / Vile life (at mastery 0.90). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 0.90). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell) | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +8. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 0.90). | done |
You successfully escorted the unfocused psion to the recall portal on level 2 of Daikara. Escort: unfocused psion (level 2 of Daikara)As a reward you improved Cunning by +8. | 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 Horned Horror. * 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 324. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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. | done |
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 AlchemistsYou 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: * You've found the needed sandworm tooth. * You've found the needed skeleton mage skull. * You've found the needed pouch of faeros ash. | active |
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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Ego++] Arcane While equipped: Stats +1 Mag ----- def ----- Armour +5 Phys.save +15 (+5 eff.) Silence- +25% Confus- +37% Pinning- +25% Stun/Frz- +43% Knockbk- +25% Teleport- +100% ---------- misc Spell.cld 10% A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 arrow ammo [Ego++] Arcane Power 165% Range: 1.4x Uses 70% Dex, 50% Mag, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 21 Ranged+ +39 blight On Hit: 20% Epidemic 5 On Hit: 20% Curse of Defenselessness 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Dmg.mod +12% fire Res.pen +15% fire Melee Ret 30 fire On Hit (Melee): * 24% chance to reduce damage dealt by 26% ----- def ----- Resists +10% cold +10% temporal +6% darkness +22% fire Mind.save +15 (+5 eff.) Def/telep +20 Res/telep +20% Dur/telep +30% ---------- misc Light +10 See.Stealth +25 See.Invis +22 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +10 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +15 (+5 eff.) Blind- +50% A Helmet. But with steam power! |
Tool | ![]() 3.0 T5 digger tool [Rare] Arcane While equipped: Stats +3 Str +6 Mag dps ---------- Spell.crit +10% Crit.mult +15.00% Spell.pwr +30 (+8 eff.) Dmg.mod +15% arcane Phasing +32% Melee Ret 11 temporal On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% darkness ---------- misc Vim/s.crit +2.11 Max.mana +58.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Dex +8 Mag +7 Wil +10 Cun dps ---------- Spell.pwr +14 (+4 eff.) Dmg.mod +12% darkness Res.pen +5% mind Acc +14 (+3 eff.) On Hit (Melee): * 21% chance to reduce all saves and defense by 32 ----- def ----- Resists +3% mind +15% darkness HP.reg +7.00 Stun/Frz- +49% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +5 Dex +6 Wil +3 Con dps ---------- Crit.mult +20.88% Phys.pwr +20 (+4 eff.) Spell.pwr +20 (+5 eff.) Mind.pwr +20 (+7 eff.) Dmg.mod +6% physical +6% all ----- def ----- Resists +6% acid Crit.dmg- 10.00% Phys.save +9 (+3 eff.) ---------- misc Max.stam +31.32 Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Dex +6 Wil +11 Cun +6 Con dps ---------- Phys.crit +13.0% Mind.crit +6% Phys.pwr +15 (+3 eff.) Dmg.mod +6% lightning +6% darkness +3% acid Against +45% Summoned On Hit (Melee): * 10% chance to reduce armor by 39% ----- def ----- Resists +9% acid +9% darkness +3% lightning D.Red.from +25% Summoned Phys.save +13 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 100% Range +10 Ranged+ +16 darkness While equipped: Stats +21 Con +20 Wil dps ---------- Phys.crit +34.0% Dmg.mod +9% darkness Res.pen +10% acid +21% all Acc +68 (+13 eff.) Apr +18 On Hit (Ranged): * 20% chance to reduce armor by 39% ----- def ----- Resists +15% darkness Max.HP +162.00 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +150% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 145% Range: 1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Main armor | ![]() 2.0 T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +6 Str +6 Mag +7 Wil dps ---------- Dmg.mod +22% acid +27% physical +23% cold +15% lightning +25% fire ----- def ----- Resists +17% acid +15% physical +26% cold +16% fire +8% lightning +15% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Master While equipped: Stats +5 Cun +2 Dex dps ---------- Crit.mult +20.00% Acc +18 (+4 eff.) Apr +19 ----- def ----- Defense +3 (+1 eff.) Stealth +10 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 ---------- Crit.mult +15.00% Phasing +30% ----- def ----- Resists +13% lightning +12% darkness Stun/Frz- +27% ---------- misc Mana/turn +0.08 Psi/ret +0.04 Mana/s.crit +2.00 Max.hate +4.00 Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 120 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 71 up to 6 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 7 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 56 up to 5 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 82 up to 6 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 36 up to 7 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 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 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+5 eff.) Melee Ret 2 temporal ----- def ----- Resists +14% fire +10% cold Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +9% nature Res.pen +5% lightning ----- def ----- Resists +6% nature Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.12 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% physical Acc +20 (+4 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% darkness +6% cold ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 2.5 Pwr.cost 43 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Mind.crit +5% Crit.mult +20.00% Acc +10 (+2 eff.) Apr +19 Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce damage dealt by 26% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% darkness +35% temporal Blind- +38% Pinning- +42% Knockbk- +43% ---------- misc Infravis +6 Sight +2 See.Invis +10 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +9 Con ----- def ----- Phys.save +16 (+5 eff.) Spell.save +19 (+7 eff.) Mind.save +21 (+7 eff.) Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +1 Wil +8 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Armour +9 Defense +10 (+3 eff.) Fatigue -6% Resists +6% cold +12% physical +6% light +3% temporal Res.Cap +5% all Phys.save +16 (+5 eff.) HP.reg +1.00 Knockbk- +20% ---------- misc Stam/turn +2.00 Mana/s.crit +2.00 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +5% acid ----- def ----- Resists +3% nature +6% light Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Mag +2 Cun +2 Con dps ---------- Res.pen +10% nature ----- def ----- Resists +6% light +9% nature HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +11% acid Melee Ret 4 lightning ----- def ----- Resists +22% acid +12% lightning Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Cun +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Str +2 Dex +4 Cun dps ---------- Melee+ 15 physical Ranged+ 21 physical Dmg.mod +12% fire Acc +15 (+3 eff.) On Hit (Melee): * 14% chance to reduce all saves and defense by 32 On Hit (Ranged): * 14% chance to reduce all saves and defense by 32 ----- def ----- Resists +6% nature +24% fire Phys.save +3 (+1 eff.) Max.HP +68.00 HP.reg +13.00 Heal.mod +14% ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +25% mind +25% temporal ----- def ----- Resists +12% acid +9% fire +5% arcane +6% blight Spell.save +12 (+4 eff.) Max.HP +42.00 Disarm- +41% Pinning- +46% Knockbk- +46% Rings make your fingers look great! |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Phys.pwr +5 (+1 eff.) Spell.pwr +15 (+4 eff.) Dmg.mod +18% temporal +30% darkness +15% arcane ----- def ----- Resists +5% arcane +9% temporal ---------- misc Stam/turn +3.00 Mana/turn +0.40 Max.mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +16 Mag +14 Wil +12 Cun dps ---------- Phys.crit +9.0% Spell.crit +5% Spell.pwr +23 (+6 eff.) S.pwr/crit +7 Melee+ 23 arcane Dmg.mod +30% blight ---------- misc Max.mana +68.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 trident 2H weapon [Ego+] Master Power 167% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.pwr +14 (+3 eff.) Res.pen +16% physical ----- def ----- Disarm- +28% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Nature/Psionic Power 155% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +30 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- All.spd +7% Res.pen +20% fire Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 152% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +12 fire On Crit.r2 +12 acid +13 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +15% fire Res.pen +10% acid +10% fire +20% nature Acc +7 (+2 eff.) Apr +10 Melee Ret 4 lightning ----- def ----- Defense +8 (+2 eff.) Disarm- +29% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Nature Power 151% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +13 Crit +7.0% Atk.spd 100% On Hit: * 20% chance to reduce armor by 39% While equipped: Stats +13 Str +13 Dex +12 Mag +13 Wil +13 Cun +13 Con dps ---------- Dmg.mod +12% physical Res.pen +10% physical Acc +20 (+4 eff.) ----- def ----- Die.at -80.00 life One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane/Master Power 165% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +15 cold One-handed war axes. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane/Nature Power 147% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 nature On Hit: * Create an explosion dealing 103 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +11% lightning Res.pen +19% lightning Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego] Arcane/Nature Power 149% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +15 nature On Hit.r1 +10 fire Sharp, short and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 105% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +8 mind While equipped: Stats +11 Cun +11 Wil dps ---------- Mind.crit +4% Crit.mult +21.00% Mind.pwr +8 (+3 eff.) Dmg.mod +9% temporal Res.pen +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ---------- 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 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 109% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 29 While equipped: Stats +6 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +8% mind Res.pen +9% mind ----- def ----- Resists +21% mind +12% nature Crit.dmg- 15.00% Dmg.Resnn +21% Poison- +20% Knockbk- +20% ---------- misc Psi/ret +1.70 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 T5 mindstar 1H weapon [Ego+] Nature Power 115% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +9% acid +8% fire +10% cold +10% physical Res.pen +7% acid +5% fire +9% cold +10% physical ----- def ----- Heal/summ +18 ---------- misc Max.summ +2 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 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +12% lightning +20% fire +15% cold ----- def ----- Max.HP +37.00 HP.reg +1.30 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 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. |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 139% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +75 Melee+ +18 cold On Hit.r1 +12 darkness On Hit: * 20% chance to reduce armor by 39% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam When used to Attack: Power 97% Range: 1.1x Uses 50% Mag Dmg Physical On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +28.0% Phys.pwr +13 (+3 eff.) Dmg.mod +9% acid Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +3% acid ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Rare] Master/Steamtech Power 136% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +71 Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +24% darkness +12% mind Res.pen +25% mind Acc +13 (+3 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 26% * 20% chance to reduce all saves and defense by 32 ----- def ----- Armour +5 Defense +21 (+6 eff.) Fatigue +10% Resists +6% darkness Disarm- +44% ---------- 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 T5 steamsaw 1H weapon [Rare] Master/Steamtech Power 150% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +109 Uses 1.0 Steam While equipped: dps ---------- Spell.pwr +30 (+8 eff.) Res.pen +25% fire +12% physical Acc +25 (+5 eff.) Apr +11 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +27% lightning +5% arcane ---------- misc Talents +3 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 T5 steamsaw 1H weapon [Rare] Master/Steamtech Power 151% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +108 Melee+ +12 fire Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +30% cold +6% temporal Res.pen +25% fire ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +30% cold +27% fire ---------- misc Talents +3 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 T5 steamsaw 1H weapon [Ego+] Disrupt/Master/Steamtech Power 147% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 On Crit: * Deals 89 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +11% physical ---------- misc Talents +3 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 T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 151% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 Uses 1.0 Steam When used to Attack: Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Melee+ +18 cold While equipped: Stats +7 Str +7 Dex +3 Wil dps ---------- Acc +15 (+3 eff.) On shield block: * Deals 178 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +15% cold ---------- misc Talents +3 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 T5 steamsaw 1H weapon [Normal] Steamtech Power 149% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +95 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 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 T1 longbow 2H weapon [Unique] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 4.0 T4 longbow 2H weapon [Ego++] Arcane/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +2 Mag dps ---------- Phys.crit +14.0% Dmg.mod +11% temporal +14% physical Res.pen +12% temporal +14% physical Acc +11 (+3 eff.) ---------- misc Reload +5 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Ego++] Nature/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +12 Str +15 Dex +18 Mag +15 Wil +20 Cun +12 Con dps ---------- Res.pen +23% all Acc +26 (+6 eff.) Apr +8 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Ego++] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +5 Cun dps ---------- Phys.spd +10% Res.pen +20% all Acc +38 (+8 eff.) Apr +17 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 arrow ammo [Rare] Master Power 152% Range: 1.4x Uses 50% Str, 50% Mag, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +32 Apr +14 Crit +2.5% Capacity 21 Ranged+ +20 arcane On Hit.r1 +20 lightning +20 acid On Crit.r2 +8 lightning +20 arcane On Hit: * 20% chance to reduce armor by 39% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Ego++] Arcane/Master Power 166% Range: 1.4x Uses 70% Dex, 50% Mag, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +19.5% Capacity 38 Rld cld 3 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego+] Master Power 187% Range: 1.4x Uses 70% Dex, 50% Mag, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +17.0% Capacity 23 On Crit: * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego++] Arcane Power 177% Range: 1.4x Uses 70% Dex, 50% Mag, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +27 Crit +3.0% Capacity 44 Rld cld 1 On Hit: 20% Curse of Defenselessness 5 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 shot ammo [Ego] Nature Power 165% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Ranged+ +22 lightning On Crit.r2 +10 lightning Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Psionic When used to Attack: Power 138% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +83 Melee+ +16 physical While equipped: Stats +3 Wil ----- def ----- Armour +6 Fatigue +8% Resists +14% physical +12% light +13% darkness Shield.near.proj +70 Proj.slow +21% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 50% Mag, 100% Str Dmg Fire Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+4 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 177% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +232 While equipped: ----- def ----- Armour +25 Fatigue +8% Resists +20% mind +24% cold Die.at -80.00 life Cut- +20% Silence- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Crit.mult +5.00% Dmg.mod +10% cold ----- def ----- Resists +15% cold +7% all ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +10% darkness +11% mind +7% all Phys.save +11 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +20 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +9% all Max.HP +47.00 HP.reg +1.50 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +9% acid +18% physical +11% fire +16% temporal +8% cold Res.pen +7% temporal +7% physical ----- def ----- Resists +12% acid +12% physical +12% fire +14% cold +11% all Anom.red +10 ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +17% arcane +10% physical ----- def ----- Resists +11% all +10% physical ---------- misc Max.mana +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +12% blight +13% all Max.HP +63.00 HP.reg +3.80 Heal.mod +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 7 fire Ranged+ 7 fire ----- def ----- Armour +18 Defense +20 (+5 eff.) Fatigue +8% Resists +26% fire +21% physical Phys.save +17 (+5 eff.) A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: ----- def ----- Armour +17 Defense +3 (+1 eff.) Fatigue +12% Resists +6% mind Mind.save +15 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +14 Defense +5 (+2 eff.) Fatigue +12% Resists +9% acid +9% cold Mind.save +17 (+6 eff.) ---------- misc Breathe water A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +3% physical Apr +1 ----- def ----- Armour +6 Resists +5% lightning +6% temporal Phys.save +9 (+3 eff.) ---------- misc Stam/turn +3.00 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 [Rare] Master While equipped: Stats +3 Wil dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +5% darkness ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Light +2 See.Invis +3 Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Dmg.mod +15% physical Res.pen +12% physical A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning +6% light Res.pen +20% light ----- def ----- Defense +2 (+1 eff.) Resists +3% lightning +15% light Spell.save +9 (+3 eff.) Mind.save +8 (+3 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Master While equipped: Stats +4 Str +5 Con ----- def ----- Defense +3 (+1 eff.) Phys.save +10 (+3 eff.) Max.HP +72.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% light Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Armour +1 Fatigue -5% Phys.save +5 (+1 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Res.pen +5% lightning +5% temporal Apr +4 ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Mag dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +7 ----- def ----- Armour +5 ---------- misc Spell.cld 10% A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +4.0% Phys.pwr +9 (+2 eff.) Dmg.mod +9% physical Apr +4 On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Armour +3 Fatigue +2% Resists +9% light Phys.save +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +3 Fatigue +2% Resists +3% light Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +9 (+3 eff.) Confus- +10% Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +1 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 [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 blight Dmg.mod +4% blight Acc +10 (+2 eff.) ----- def ----- Armour +1 Resists +5% blight Unarmed combat: Power 96% Range: 1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +5.0% Atk.spd 100% On Crit.r2 +5 blight On Hit: 20% Soul Rot 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Master While equipped: dps ---------- Phys.crit +12.0% Spell.crit +11% Mind.crit +13% Crit.mult +9.00% ----- def ----- Armour +8 Mind.save +9 (+3 eff.) Max.HP +56.00 Unarmed combat: Power 150% Range: 1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +16.0% Atk.spd 100% On Hit: 10% Battle Shout 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +30 (+5 eff.) Dmg.mod +12% temporal Res.pen +25% blight +10% physical Acc +14 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 122% Range: 1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +9 Apr +9 Crit +14.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 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 542.3 Physical damage. If the attack hits, the target is confused (45% effect) for 6 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 T1 head armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +2 Cun dps ---------- Phys.crit +4.0% Dmg.mod +3% physical Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +1% physical Phys.save +3 (+1 eff.) ---------- misc Stam/turn +1.00 Max.stam +10.00 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +4 Con dps ---------- Crit.mult +20.00% Dmg.mod +9% physical Apr +3 ----- def ----- Armour +7 Fatigue +5% Die.at -40.00 life ---------- misc Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +8 Str +13 Dex ----- def ----- Armour +5 Fatigue +5% Resists +21% darkness ---------- misc Infravis +7 Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 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 542.3 Physical damage. If the attack hits, the target is confused (45% effect) for 6 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 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all 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 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all 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 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 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) 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 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% light +9% cold Res.pen +25% light Melee Ret 2 light ----- def ----- Defense +6 (+2 eff.) Phys.save +11 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +11 (+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] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 26% ----- def ----- Resists +9% lightning ---------- 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. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Res.pen +20% blight +25% light Melee Ret 8 arcane 6 mind ----- def ----- Resists +6% light +12% darkness Max.HP +59.00 ---------- misc Mana/s.crit +2.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Rare] Master While equipped: dps ---------- Spell.crit +8% Dmg.mod +15% light ----- def ----- Resists +15% fire Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.16 Mana/s.crit +2.00 Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego+] Nature While equipped: Stats +6 Con ----- def ----- Resists +8% blight Max.HP +65.00 HP.reg +11.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 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. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% light Apr +6 On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Resists +6% blight +3% temporal While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 cooldown Level 5.5 Pwr.cost 23 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +106 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Mag +3 Cun dps ---------- Acc +4 (+1 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 26% ---------- misc Light +3 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 172 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 Str +2 Wil dps ---------- Res.pen +5% darkness ---------- misc Equi/ret +0.08 Light +3 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +10 Dex dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +9% physical Res.pen +10% physical Apr +2 ----- def ----- Resists +15% lightning Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 700 Base Damage: 269 Armor: 17 All Resist: 12 Puts all charms on 22 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% temporal Res.pen +10% temporal ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 29 lightning damage and will be dazed for 1 turn (148 total damage) Puts all charms on 13 cooldown 100% to reduce fatigue by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Cun ----- def ----- Resists +9% lightning +3% fire Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Borma the Skeleton Archer level 31
34th Haze 122nd year of Ascendancy at 11:46 see stats
By Borma the Skeleton Archer level 41
10th Pyre 123rd year of Ascendancy at 22:01 see stats
By Borma the Skeleton Archer level 30
17th Haze 122nd year of Ascendancy at 08:04 see stats
By Borma the Skeleton Archer level 38
70th Regrowth 123rd year of Ascendancy at 15:45 see stats
By Borma the Skeleton Archer level 34
74th Haze 122nd year of Ascendancy at 09:14 see stats
By Borma the Skeleton Archer level 32
69th Haze 122nd year of Ascendancy at 08:01 see stats
By Borma the Skeleton Archer level 32
45th Haze 122nd year of Ascendancy at 16:39 see stats
By Borma the Skeleton Archer level 23
79th Dusk 122nd year of Ascendancy at 14:15 see stats
By Borma the Skeleton Archer level 22
57th Dusk 122nd year of Ascendancy at 09:26 see stats
By Borma the Skeleton Archer level 27
9th Haze 122nd year of Ascendancy at 11:26 see stats
By Borma the Skeleton Archer level 31
27th Haze 122nd year of Ascendancy at 15:42 see stats
By Borma the Skeleton Archer level 10
1st Summertide 122nd year of Ascendancy at 04:19 see stats
By Borma the Skeleton Archer level 20
50th Dusk 122nd year of Ascendancy at 12:48 see stats
By Borma the Skeleton Archer level 30
16th Haze 122nd year of Ascendancy at 23:47 see stats
By Borma the Skeleton Archer level 40
7th Pyre 123rd year of Ascendancy at 19:59 see stats
By Borma the Skeleton Archer level 36
46th Regrowth 123rd year of Ascendancy at 10:34 see stats
By Borma the Skeleton Archer level 28
15th Haze 122nd year of Ascendancy at 01:01 see stats
By Borma the Skeleton Archer level 22
69th Dusk 122nd year of Ascendancy at 04:49 see stats
By Borma the Skeleton Archer level 33
69th Haze 122nd year of Ascendancy at 11:03 see stats
By Borma the Skeleton Archer level 9
7th Mirth 122nd year of Ascendancy at 13:06 see stats
By Borma the Skeleton Archer level 39
6th Pyre 123rd year of Ascendancy at 09:09 see stats
By Borma the Skeleton Archer level 12
14th Dusk 122nd year of Ascendancy at 04:18 see stats
By Borma the Skeleton Archer level 35
7th Allure 123rd year of Ascendancy at 04:46 see stats
By Borma the Skeleton Archer level 21
55th Dusk 122nd year of Ascendancy at 23:22 see stats
By Borma the Skeleton Archer level 16
24th Dusk 122nd year of Ascendancy at 01:40 see stats
By Borma the Skeleton Archer level 20
50th Dusk 122nd year of Ascendancy at 21:40 see stats
By Borma the Skeleton Archer level 29
16th Haze 122nd year of Ascendancy at 23:47 see stats
Log
Borma uses Headshot.
Borma's spell attains critical power!
Borma's Headshot performs a ranged critical strike against Arithra the orc corruptor!
Borma casts Epidemic.
Borma's spell attains critical power!
Arithra the orc corruptor shrugs off Borma's 'Epidemic'!
Borma receives 91 healing from Blood Splash.
Borma's Headshot hits Arithra the orc corruptor for 1921 physical, 16 darkness, 46 blight (1983 total damage).
You collect a new ingredient: orc heart (1).
Skeleton archer shoots!
Borma receives 34 healing from Blood Splash.
Bleeding from Borma hits Arithra the orc corruptor for 1226 physical damage.
Bleeding from Borma killed Arithra the orc corruptor!
Weakness Disease from Arithra the orc corruptor hits Borma for 0 blight damage.
Borma uses Called Shots.
Borma's spell attains critical power!
Borma's Called Shots performs a ranged critical strike against Skeleton archer!
Blood Splash hits Borma for 91 healing, 34 healing (0 total damage) [125 healing].
Borma's Called Shots hits Skeleton archer for (438 absorbed), 702 physical (702 total damage).
Borma's Called Shots killed Skeleton archer!
Skeleton archer's Shoot hits Borma for 0 physical damage.
Weakness Disease from Arithra the orc corruptor hits Borma for 0 blight damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Weakness Disease from Arithra the orc corruptor hits Borma for 13 blight damage.
Borma is free from the weakness disease.