















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Juggle Hotkeys on Unwield 1.7.0Adds game options "UI | Hotkey handling on unwield" and "UI | Remove hotkey on drop" to control the handling of hotkeys for activateable objects when you unwield or drop them. You can choose to remove the hotkey or add a special marker to its icon to warn that the associated object is not currently wielded. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Psyshot |
Level / Exp | 50 / 4015% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 103 (base 13) |
Dexterity | 126 (base 66) |
Constitution | 117 (base 34) |
Magic | 70 (base 12) |
Willpower | 124 (base 63) |
Cunning | 149 (base 63) |
Resources
Life | 1704/1704 |
Psi | 204/204 |
Steam | 100/100 |
Healing Factor | 2.1697642174997 |
Regeneration | 87.333009754363 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +22% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 15 |
Infravision | 14 |
See Stealth | 35 |
See Invisible | 28 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 153 |
Accuracy | 88 |
Crit Chance | 113% |
APR | 60 |
Speed | 0.91 |
Offense: Offhand
Damage | 75 |
Accuracy | 88 |
Crit Chance | 86% |
APR | 87 |
Speed | 0.91 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 69% |
Speed | 1 |
Offense: Mind
Mindpower | 99 |
Crit Chance | 65% |
Speed | 1 |
Offense: Damage Bonus
Acid | +46% |
Blight | +46% |
Arcane | +80% |
Cold | +141% |
All | +37% |
Lightning | +74% |
Light | +66% |
Temporal | +84% |
Fire | +142% |
Physical | +123% |
Offense: Damage Penetration
Light | +36% |
Temporal | +36% |
Physical | +56% |
Fire | +66% |
All | +26% |
Defense: Base
Armour (hardiness) | 64 (58.594633868923%) |
Defense | 88 |
Ranged Defense | 88 |
Fatigue | 0 |
Physical Save | 80 |
Spell Save | 53 |
Mental Save | 63 |
Defense: Resistances
Acid | + 70%( 72%) |
Blight | + 66%( 72%) |
Arcane | + 67%( 72%) |
Cold | + 72%( 72%) |
All | + 65%( 72%) |
Lightning | + 72%( 72%) |
Temporal | + 71%( 72%) |
Physical | + 70%( 72%) |
Fire | + 60%( 72%) |
Darkness | + 69%( 72%) |
Defense: Immunities
Stun Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 20% |
Knockback Resistance | 100% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 22.3 steam per turn. Can be activated for an instant burst of 112 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 242% efficiency and cooldown mod of 51%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 233% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 22% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -987 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 987 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Psytech gunnery | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Psionic / Psionic fog | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Gestalt |
talent | Molten Iron Blood |
talent | Automated Cloak Tessellation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Voregata the forest wight. Escort: injured seer (level 6 of Dreadfell) | failed |
You failed to protect the injured seer from death by Isetira the vampire lord. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by skeleton warrior. Escort: lost defiler (level 5 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Gotira the orc warrior. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 113. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +24 Str -7 Dex +12 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +24 Hardiness +20% Defense +10 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Phys.save +15 (+3 eff.) Pinning- +20% Knockbk- +120% Teleport- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Master Power 191% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +25 Apr +13 Crit +32.0% Capacity 20 Proj.spd +200% Phasing +32% Ranged+ +21 blight On Hit.r1 +4 arcane On Hit: * 21% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +5 Corrosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Master/Psionic While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +10 (+2 eff.) Dmg.mod +20% light Res.pen +26% all Apr +25 ----- def ----- Defense +9 (+2 eff.) Phys.save +22 (+4 eff.) Spell.save +20 (+7 eff.) Mind.save +22 (+6 eff.) ---------- misc Equi/ret +0.12 Psi/ret +0.08 Light +13 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +15 Cun +22 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +18 (+4 eff.) Blind- +100% ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Blind-Fight: No penalty when attacking invisible/stealthed This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +8 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +15 Disarm- +50% ---------- misc Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Tool | ![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +18% fire Melee Ret 6 fire On Hit (Melee): * 26% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +2 Resists +7% arcane Spell.save +6 (+2 eff.) Mind.save +15 (+4 eff.) Blast the opponent's mind dealing 589 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 110. 100% to increase the duration of 3 beneficial effects by 1. 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +12 Str +2 Wil +6 Cun +11 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Phys.pwr +15 (+3 eff.) Dmg.mod +9% blight +10% all ----- def ----- Max.HP +143.00 HP.reg +40.00 Heal.mod +39% ---------- misc Light +1 Infravis +2 See.Invis +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +12 Str +12 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Phys.pwr +13 (+3 eff.) Mov.spd +22% Dmg.mod +20% cold +9% light +10% all Res.pen +10% light +20% fire Acc +15 (+3 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +17 (+3 eff.) Resists +3% temporal +40% cold ---------- misc Light +1 Blinding Speed: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex +8 Wil +5 Cun +15 Con dps ---------- Phys.pwr +10 (+2 eff.) Phys.spd +10% Dmg.mod +9% acid +9% physical ----- def ----- Armour +9 Defense +15 (+3 eff.) Res.Cap +2% all Phys.save +30 (+6 eff.) Amulets make your neck look great! |
In main hand | ![]() 4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +4 lightning +13 cold On Hit.r1 +16 lightning On Hit: * burn your foe dealing 107 damage and igniting the ground for 4 turns Uses 2.0 Steam While equipped: Stats +15 Str +16 Dex +24 Mag +15 Wil +16 Cun +16 Con dps ---------- Phys.crit +5.0% Dmg.mod +22% cold +10% temporal +6% arcane +15% physical Res.pen +10% temporal +15% physical Acc +15 (+3 eff.) ----- def ----- Resists +3% blight +6% cold Phys.save +8 (+1 eff.) Max.HP +80.00 Blind- +20% ---------- misc Reload +5 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +8 Str +4 Mag +10 Wil +11 Cun +8 Con dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +20% fire Against +45% Summoned ----- def ----- Resists +15% lightning +14% temporal +12% darkness D.Red.from +45% Summoned Phys.save +18 (+3 eff.) Spell.save +4 (+1 eff.) Max.HP +70.00 ---------- misc Infravis +3 Size +1 Talents +5 Thunder Grenade A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Disrupt Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +15% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% * flashes light on your target dealing 196 damage While equipped: dps ---------- Mind.crit +5% Crit.mult +15.00% Mind.pwr +10 (+2 eff.) ----- def ----- Heal.mod +22% Heal/summ +38 ---------- 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. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+2 eff.) Resists +30% lightning +25% cold -15% fire +8% all Stun/Frz- +50% Release a radius 4 chilling blast, instantly dealing 686.85 cold damage and condensing the air into freezing vapors that deal 228.95 cold damage (based on Magic) each turn for 10 turns. Uses 30 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Main armor | ![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+4 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Armour +10 Resists +15% all Crit.chn- 35.00% ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -1086 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1086 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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 1188.64 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 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +12% nature Res.pen +15% nature On Hit (Melee): * 10% chance to slow global speed by 79% ----- def ----- Resists +6% darkness +3% fire Crit.chn- 5.00% Phys.save +25 (+5 eff.) Spell.save +25 (+8 eff.) Mind.save +25 (+7 eff.) HP.reg +4.73 Confus- +10% ---------- misc Masteries +0.40 Steamtech/Blacksmith +0.40 Psionic/Nightmare Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (142). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +22% lightning Stun/Frz- +33% ---------- misc Masteries +0.27 Steamtech/Physics +0.27 Steamtech/Thoughts of iron Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature While equipped: Stats +7 Dex +6 Con ----- def ----- Phys.save +20 (+4 eff.) Max.HP +71.00 HP.reg +9.00 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 20/30 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 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Elemental Surge You have set the ring to grant you Elemental Surge! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +9 Cun +7 Dex dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+2 eff.) Dmg.mod +9% all Acc +13 (+3 eff.) Melee Ret 34 darkness ----- def ----- Heal.mod +50% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 169% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +17 Str +17 Dex +16 Mag +19 Wil +19 Cun +19 Con dps ---------- Phys.crit +17.0% Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Psionic Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon [Ego] Master Power 149% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Acc +15 (+3 eff.) ----- def ----- Defense +15 (+3 eff.) Disarm- +50% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego] Arcane/Master Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 temporal While equipped: dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +14 (+3 eff.) Resists +18% temporal Disarm- +50% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 114% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Master Power 178% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +16 acid While equipped: dps ---------- Mind.crit +7% Res.pen +30% temporal Acc +21 (+4 eff.) ----- def ----- Defense +21 (+4 eff.) Resists +18% blight +12% lightning +12% light +20% mind Max.HP +136.01 Disarm- +70% Confus- +27% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 73 damage While equipped: dps ---------- Phys.crit +14.0% Crit.mult +30.00% Apr +16 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Master Power 146% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +16% physical Acc +23 (+5 eff.) Apr +16 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Master/Psionic Power 175% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +21% physical Acc +35 (+7 eff.) Apr +21 Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Nature Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +15 acid +21 nature While equipped: dps ---------- Res.pen +13% acid +13% nature Apr +9 Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Ego++] Nature/Master Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +13% all Acc +16 (+3 eff.) Apr +13 Sharp, long, and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 127% Range: 1.1x Uses 60% Wil, 20% Cun Dmg Dreamforge Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+2 eff.) Mind.pwr +16 (+3 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+2 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 64.45 mind damage, 113.85 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 5.87 mind and 10.37 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature Power 117% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit.r2 +20 darkness While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% fire +14% cold +14% physical Res.pen +10% acid +10% fire +9% cold +40% physical Apr +5 On Hit (Melee): * 26% chance to reduce all saves and defense by 49 ----- def ----- Resists +15% fire +7% physical Mind.save +24 (+6 eff.) Heal/summ +29 ---------- misc Psi/ret +0.20 Max.summ +3 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 113% Range: 1.1x Uses 50% Wil, 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: Stats +8 Wil dps ---------- Mind.crit +5% Mind.pwr +22 (+4 eff.) ----- def ----- Spell.save +10 (+3 eff.) ---------- 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 T5 mindstar 1H weapon [Ego++] Nature/Disrupt Power 112% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit: * Deals 148 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 13 cold Dmg.mod +15% cold Res.pen +8% cold ----- def ----- Armour +16 Resists +13% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature Power 115% Range: 1.1x Uses 50% Wil, 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 (+2 eff.) All.spd +8% Melee+ 20 fire Dmg.mod +17% fire Res.pen +15% fire ----- def ----- Resists +20% fire ---------- 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 T5 mindstar 1H weapon [Ego] Nature Power 116% Range: 1.1x Uses 50% Wil, 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 (+2 eff.) Dmg.mod +9% nature ----- def ----- Resists +10% blight Max.HP +50.00 HP.reg +1.80 Disease- +25% ---------- 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. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+4 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Wil +7 Con dps ---------- Spell.crit +20% Crit.mult +25.00% Spell.pwr +15 (+2 eff.) Dmg.mod +9% blight +30% temporal Phasing +41% Melee Ret 14 temporal ----- def ----- Armour +22 Spell.save +21 (+7 eff.) Anom.red +25 ---------- misc 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 80% 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% Spell.pwr +15 (+2 eff.) S.pwr/crit +12 Dmg.mod +30% physical ----- def ----- Resists +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T5 steamgun 1H weapon [Rare] Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit.r1 +27 darkness +16 lightning On Crit.r2 +24 lightning On Hit: * 27% chance to reduce damage dealt by 39% Uses 2.0 Steam While equipped: Stats +7 Str dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +18% lightning +21% acid Res.pen +30% darkness +20% acid ----- def ----- Resists +18% lightning +15% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon [Unique] Psionic/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 135.63 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Steampwr +15 (+2 eff.) Mind.pwr +15 (+3 eff.) ---------- misc Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
![]() 4.0 T5 steamgun 1H weapon [Random Unique] Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +800% On Hit.r1 +4 blight Uses 2.0 Steam While equipped: Stats +2 Str +2 Dex +1 Wil +6 Cun dps ---------- Phys.spd +10% Dmg.mod +12% nature Res.pen +13% all Acc +34 (+7 eff.) Apr +14 Melee Ret 6 blight ----- def ----- Resists +3% nature ---------- misc Light +1 See.Invis +6 Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon [Ego] Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +8 Cun +6 Str dps ---------- Phys.pwr +15 (+3 eff.) Steampwr +15 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 166% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 On Hit.r1 +12 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+2 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! |
![]() 3.0 T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +106 On Crit.r2 +45 lightning +45 cold Uses 1.0 Steam While equipped: dps ---------- Mov.spd +45% Res.pen +25% lightning +23% cold On shield block: * Cause enemies within radius 6 to bleed for 350 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Defense +10 (+2 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! |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 temporal +28 cold While equipped: ----- def ----- Resists +19% temporal One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +11.0% Crit.mult +35.00% Apr +15 One-handed war axes. |
![]() 1.0 T5 belt armor [Rare] Psionic While equipped: Stats +6 Mag dps ---------- Mind.crit +9% Mind.pwr +7 (+2 eff.) Melee Ret 14 blight ----- def ----- Resists +21% darkness +12% temporal Crit.chn- 20.00% Phys.save +32 (+6 eff.) HP.reg +5.44 Poison- +27% Disarm- +27% Stun/Frz- +27% ---------- misc Mana/turn +0.16 Max.vim +30.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 1.0 T5 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +11 (+1 eff.) Res.pen +34% cold ----- def ----- Resists +27% nature +20% temporal Spell.save +24 (+8 eff.) Mind.save +39 (+10 eff.) Silence- +27% Teleport- +27% Def/telep +20 Res/telep +20% Dur/telep +20% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +41% arcane +12% light Res.pen +20% light Melee Ret 8 arcane On Hit (Melee): * 27% chance to reduce all saves and defense by 49 ----- def ----- Resists +9% lightning +7% arcane +15% cold +20% mind +15% fire ---------- misc Light +4 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +24% acid +18% physical Apr +4 ----- def ----- Defense +30 (+6 eff.) Resists +6% physical Phys.save +35 (+7 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 T5 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +6 (+1 eff.) Dmg.mod +25% cold +20% darkness +19% physical Res.pen +17% darkness +20% physical Melee Ret 8 cold ----- def ----- Resists +17% darkness +9% blight +61% cold +16% mind +15% all Phys.save +19 (+4 eff.) Spell.save +17 (+6 eff.) Mind.save +34 (+9 eff.) ---------- misc Max.hate +15.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +27% lightning ----- def ----- Resists +40% lightning +20% darkness +20% mind +15% all Phys.save +18 (+3 eff.) Spell.save +20 (+7 eff.) Mind.save +40 (+10 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 T5 cloth armor [Ego++] Nature While equipped: Stats +10 Con dps ---------- Dmg.mod +28% nature ----- def ----- Resists +17% blight +15% all Max.HP +100.00 HP.reg +6.00 Heal.mod +28% Poison- +50% Disease- +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 2.0 T5 feet armor [Ego+] Master While equipped: Stats +10 Str +8 Dex +10 Con +15 Lck dps ---------- Dmg.mod +10% physical ----- def ----- Armour +5 Stealth +14 ---------- misc Size +1 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Cun +4 Con ----- def ----- Armour +5 Fatigue +4% Phys.save +25 (+5 eff.) Mind.save +24 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+4 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+1 eff.) Mind.pwr +12 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Cun +5 Con +17 Lck dps ---------- Phys.crit +7.0% Spell.crit +8% Mind.crit +9% Crit.mult +20.00% Phys.pwr +6 (+1 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +6% mind Melee Ret 4 lightning ----- def ----- Armour +5 Fatigue +5% Resists +7% arcane +6% lightning Mind.save +3 (+1 eff.) ---------- misc Stam/ret +2.60 Equi/ret +2.80 Hate/m.crit +3.00 A hat made of leather. Very stylish. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+2 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+2 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 39.73 mind and 39.73 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 30% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 30. Terrified: Deals 9.59 mind and 9.59 darkness damage per turn and increases cooldowns by 46%. Haunted: Causes the target to suffer 15.36 mind and 15.36 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +12 Str +5 Wil +4 Cun dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1298.0 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +10 Dex ----- def ----- Armour +5 Fatigue +5% Resists +40% darkness +15% blight Spell.save +15 (+5 eff.) Mind.save +13 (+4 eff.) ---------- misc Infravis +8 Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 19 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +10 Str +4 Con dps ---------- Spell.pwr +15 (+2 eff.) S.pwr/crit +4 Dmg.mod +9% acid +9% fire Res.pen +10% arcane Melee Ret 4 fire ----- def ----- Armour +3 Fatigue +3% Resists +16% acid +20% fire +11% lightning +10% cold Phys.save +9 (+2 eff.) Mind.save +11 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+1 eff.) Dmg.mod +18% cold ----- def ----- Defense +3 (+1 eff.) Resists +27% cold ---------- misc Psi/turn +0.39 A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +9 Str +9 Dex ----- def ----- Armour +11 Fatigue +5% ---------- misc Infravis +4 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1298.0 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: Stats +16 Mag +5 Wil dps ---------- Spell.pwr +5 (+0 eff.) ----- def ----- Defense +3 (+1 eff.) Spell.save +15 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +10 Cun dps ---------- Acc +12 (+3 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Wil +5 Mag dps ---------- Spell.pwr +40 (+4 eff.) Dmg.mod +12% arcane Phasing +41% Melee Ret 14 fire On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +30% cold Spell.save +12 (+4 eff.) ---------- misc Max.vim +68.01 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +8 Cun +8 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Mind.save +25 (+7 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +8 Cun +8 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Mind.save +25 (+7 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +9 Cun +9 Wil ----- def ----- Armour +20 Defense +5 (+1 eff.) Fatigue +3% Phys.save +12 (+2 eff.) Mind.save +25 (+7 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +35 Defense +5 (+1 eff.) Fatigue +2% Phys.save +11 (+2 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +13 Defense +4 (+1 eff.) Fatigue +12% Resists +13% acid +13% cold HP.reg +6.10 ---------- misc Stam/turn +2.10 Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +10 Str ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +20% darkness +15% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 9.0 T4 light armor [Ego+] Arcane/Master While equipped: Stats +8 Str +8 Dex ----- def ----- Armour +7 Defense +19 (+4 eff.) Fatigue +8% Resists +9% arcane Phys.save +17 (+3 eff.) Spell.save +18 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +9.0% Melee+ 20 acid 20 fire Apr +17 Melee Ret 13 acid 14 fire ----- def ----- Armour +7 Defense +25 (+5 eff.) Fatigue +8% Resists +25% acid +26% fire ---------- misc Stam/turn +0.90 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 276 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Arcane/Master While equipped: Stats +10 Con ----- def ----- Armour +16 Fatigue +36% Resists +30% cold +13% fire +15% darkness -20% light Phys.save +10 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +10 (+3 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Arcane/Master While equipped: Stats +10 Con ----- def ----- Armour +16 Fatigue +37% Resists +10% physical +15% fire +12% darkness -13% light Phys.save +35 (+7 eff.) Spell.save +10 (+3 eff.) Mind.save +9 (+3 eff.) A suit of armour made of metal plates. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego++] Disrupt/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Con dps ---------- Phys.crit +6.0% Phys.pwr +7 (+2 eff.) Melee+ 9 acid 9 nature On Hit (Melee): * 9 arcane resource burn On Melee Ret: * 7 arcane resource burn ----- def ----- Armour +2 Fatigue +8% Resists +7% acid +8% nature ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Wil ----- def ----- Armour +10 Fatigue +8% Resists +12% acid +16% physical +8% cold +12% fire +13% lightning Shield.near.proj +110 Proj.slow +40% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 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 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 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 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) 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 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +13 Str dps ---------- Dmg.mod +9% cold Res.pen +15% darkness +25% physical On Hit (Melee): * 20% chance to reduce damage dealt by 39% ----- def ----- Resists +18% darkness Crit.chn- 15.00% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 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 Latent Damage Type: Nature 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. |
![]() 2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Mind.pwr +10 (+2 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 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. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+0 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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. |
![]() 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 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 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 657.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 61] amazing fiery salve [power 61]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 242% efficiency and 51% cooldown modifier. Remove 3 magical effects and grants a fiery aura (61% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 61] amazing frost salve [power 61]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 242% efficiency and 51% cooldown modifier. Remove 3 physical effects and grants a frost aura (61% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 881] amazing healing salve [power 881]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 242% efficiency and 51% cooldown modifier. Heal 881 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 771] amazing pain suppressor salve [power 771]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 242% efficiency and 51% cooldown modifier. Let you fight up to -771 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 245] amazing unstoppable force salve [power 245]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 242% efficiency and 51% cooldown modifier. Increases all saves by 245 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing water salve [power 61] amazing water salve [power 61]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 242% efficiency and 51% cooldown modifier. Remove 3 mental effects and grants a water aura (61% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 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 T5 shot ammo [Ego+] Master Power 180% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +22.0% Capacity 24 On Crit: * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Master Power 175% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +26.0% Capacity 21 On Crit: * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Random Unique] Master/Psionic Power 194% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +21.0% Capacity 22 Ranged+ +8 acid +26 darkness Against +20% Living On Hit.r1 +12 nature +20 acid On Crit.r2 +8 acid On Hit: * 10% chance to slow global speed by 79% * 10% chance to reduce armor by 32% On Crit: * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Arcane Power 168% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 On Hit: 20% Curse of Death 5 Shots are used with slings to pummel your foes to death. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 125 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Flare Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun ----- def ----- Mind.save +15 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +12% temporal Res.pen +10% acid Melee Ret 2 temporal ----- def ----- Resists +12% temporal Setup a psionic shield, reducing all damage taken by 139 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 12% for 2 turns. 100% to reduce fatigue by 43% for 2 turns. 100% to increase all damage penetration by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% fire ----- def ----- Resists +12% acid +21% darkness Mind.save +12 (+3 eff.) Die.at -60.00 life HP.reg +4.21 Silence- +21% Knockbk- +20% Blast the opponent's mind dealing 500 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 16 spaces and dealing 1293 physical damage Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Resists +15% mind Spell.save +9 (+3 eff.) Die.at -60.00 life Max.HP +100.00 HP.reg +4.00 Disease- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 79% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T5 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 84 and armour hardiness by 70% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 476 Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 494 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Ego] Arcane Create a shield absorbing up to 338 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 38. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 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 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 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 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 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Nalylvyna the Halfling Psyshot level 43
10th Haze 123rd year of Ascendancy at 03:09 see stats
By Nalylvyna the Halfling Psyshot level 31
48th Pyre 123rd year of Ascendancy at 12:43 see stats
By Nalylvyna the Halfling Psyshot level 39
7th Dusk 123rd year of Ascendancy at 08:30 see stats
By Nalylvyna the Halfling Psyshot level 48
41st Haze 123rd year of Ascendancy at 13:49 see stats
By Nalylvyna the Halfling Psyshot level 50
8th Flare 124th year of Ascendancy at 16:13 see stats
By Nalylvyna the Halfling Psyshot level 46
37th Haze 123rd year of Ascendancy at 04:44 see stats
By Nalylvyna the Halfling Psyshot level 41
67th Dusk 123rd year of Ascendancy at 12:03 see stats
By Nalylvyna the Halfling Psyshot level 42
78th Dusk 123rd year of Ascendancy at 04:35 see stats
By Nalylvyna the Halfling Psyshot level 50
25th Dusk 124th year of Ascendancy at 21:20 see stats
By Nalylvyna the Halfling Psyshot level 10
6th Dusk 122nd year of Ascendancy at 10:12 see stats
By Nalylvyna the Halfling Psyshot level 45
15th Haze 123rd year of Ascendancy at 12:21 see stats
By Nalylvyna the Halfling Psyshot level 43
6th Haze 123rd year of Ascendancy at 00:47 see stats
By Nalylvyna the Halfling Psyshot level 34
6th Mirth 123rd year of Ascendancy at 13:31 see stats
By Nalylvyna the Halfling Psyshot level 23
51st Regrowth 123rd year of Ascendancy at 00:54 see stats
By Nalylvyna the Halfling Psyshot level 50
17th Haze 124th year of Ascendancy at 19:08 see stats
By Nalylvyna the Halfling Psyshot level 23
33rd Regrowth 123rd year of Ascendancy at 08:18 see stats
By Nalylvyna the Halfling Psyshot level 31
53rd Pyre 123rd year of Ascendancy at 01:38 see stats
By Nalylvyna the Halfling Psyshot level 27
58th Regrowth 123rd year of Ascendancy at 04:51 see stats
By Nalylvyna the Halfling Psyshot level 50
7th Haze 124th year of Ascendancy at 16:23 see stats
By Nalylvyna the Halfling Psyshot level 50
73rd Dusk 124th year of Ascendancy at 02:34 see stats
By Nalylvyna the Halfling Psyshot level 29
72nd Regrowth 123rd year of Ascendancy at 02:15 see stats
By Nalylvyna the Halfling Psyshot level 10
3rd Flare 122nd year of Ascendancy at 23:13 see stats
By Nalylvyna the Halfling Psyshot level 20
10th Decay 122nd year of Ascendancy at 06:30 see stats
By Nalylvyna the Halfling Psyshot level 30
8th Pyre 123rd year of Ascendancy at 14:45 see stats
By Nalylvyna the Halfling Psyshot level 40
18th Dusk 123rd year of Ascendancy at 17:50 see stats
By Nalylvyna the Halfling Psyshot level 50
5th Decay 123rd year of Ascendancy at 03:24 see stats
By Nalylvyna the Halfling Psyshot level 41
55th Dusk 123rd year of Ascendancy at 09:03 see stats
By Nalylvyna the Halfling Psyshot level 50
59th Dusk 124th year of Ascendancy at 01:19 see stats
By Nalylvyna the Halfling Psyshot level 50
22nd Regrowth 124th year of Ascendancy at 23:29 see stats
By Nalylvyna the Halfling Psyshot level 31
36th Pyre 123rd year of Ascendancy at 17:24 see stats
By Nalylvyna the Halfling Psyshot level 28
60th Regrowth 123rd year of Ascendancy at 08:57 see stats
By Nalylvyna the Halfling Psyshot level 37
2nd Dusk 123rd year of Ascendancy at 15:05 see stats
By Nalylvyna the Halfling Psyshot level 22
32nd Regrowth 123rd year of Ascendancy at 07:30 see stats
By Nalylvyna the Halfling Psyshot level 45
33rd Haze 123rd year of Ascendancy at 23:21 see stats
By Nalylvyna the Halfling Psyshot level 50
17th Haze 124th year of Ascendancy at 19:06 see stats
By Nalylvyna the Halfling Psyshot level 27
58th Regrowth 123rd year of Ascendancy at 09:22 see stats
By Nalylvyna the Halfling Psyshot level 10
4th Flare 122nd year of Ascendancy at 15:10 see stats
By Nalylvyna the Halfling Psyshot level 31
48th Pyre 123rd year of Ascendancy at 12:43 see stats
By Nalylvyna the Halfling Psyshot level 50
17th Haze 124th year of Ascendancy at 19:08 see stats
By Nalylvyna the Halfling Psyshot level 46
34th Haze 123rd year of Ascendancy at 04:28 see stats
By Nalylvyna the Halfling Psyshot level 10
23rd Dusk 122nd year of Ascendancy at 02:52 see stats
By Nalylvyna the Halfling Psyshot level 19
9th Decay 122nd year of Ascendancy at 08:20 see stats
By Nalylvyna the Halfling Psyshot level 50
72nd Regrowth 124th year of Ascendancy at 21:42 see stats
By Nalylvyna the Halfling Psyshot level 41
67th Dusk 123rd year of Ascendancy at 05:16 see stats
By Nalylvyna the Halfling Psyshot level 26
56th Regrowth 123rd year of Ascendancy at 01:46 see stats
By Nalylvyna the Halfling Psyshot level 17
7th Decay 122nd year of Ascendancy at 14:57 see stats
By Nalylvyna the Halfling Psyshot level 38
6th Dusk 123rd year of Ascendancy at 03:07 see stats
By Nalylvyna the Halfling Psyshot level 46
38th Haze 123rd year of Ascendancy at 06:18 see stats
Log
A psionic shield forms around Nalylvyna.