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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
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:
Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 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 | quick |
Mode | Insane Adventure |
Sex | Female |
Race | Skeleton |
Class | Demolisher |
Level / Exp | 39 / 44% |
Size | medium |
Lifes / Deaths | Killed by Aramithra the temporal stalker at level 25 on the 51st Quantumnal 1337th year of Ascendancy at 02:56 0 / 8Killed by Xeretira the vampire lord at level 29 on the 52nd Quantumnal 1337th year of Ascendancy at 17:54 Killed by Layoldann the ghoul at level 29 on the 52nd Quantumnal 1337th year of Ascendancy at 23:01 Killed by Yvyriata the patchwork troll at level 36 on the 57th Quantumnal 1337th year of Ascendancy at 20:58 Killed by minotaur at level 38 on the 59th Quantumnal 1337th year of Ascendancy at 00:48 Killed by minotaur at level 38 on the 59th Quantumnal 1337th year of Ascendancy at 02:13 Killed by minotaur at level 38 on the 59th Quantumnal 1337th year of Ascendancy at 06:19 Killed by Emeluldana the orc summoner at level 39 on the 59th Quantumnal 1337th year of Ascendancy at 12:33 |
Primary Stats
Strength | 26 (base 10) |
Dexterity | 91 (base 60) |
Constitution | 29 (base 10) |
Magic | 15 (base 10) |
Willpower | 95 (base 51) |
Cunning | 98.6 (base 60) |
Resources
Life | -308/566 |
Hull | 0/1564 |
Steam | 77/132 |
Healing Factor | 1.1524687383468 |
Regeneration | 4.8979921379738 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 4 |
Offense: Mainhand
Damage | 71 |
Accuracy | 66 |
Crit Chance | 43% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 71 |
Accuracy | 66 |
Crit Chance | 43% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Blight | +3% |
Arcane | +24% |
Cold | +8% |
All | 0% |
Darkness | +18% |
Light | +35% |
Temporal | +18% |
Physical | +42% |
Fire | +21% |
Nature | +5% |
Offense: Damage Penetration
Darkness | +24% |
Blight | +14% |
Physical | +15% |
All | +9% |
Nature | +19% |
Defense: Base
Armour (hardiness) | 12 (35.65183292883%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 44 |
Mental Save | 59 |
Defense: Resistances
Acid | + 45%( 70%) |
Blight | + 41%( 70%) |
Arcane | + 43%( 70%) |
Cold | + 46%( 70%) |
All | + 37%( 70%) |
Lightning | + 52%( 70%) |
Physical | + 47%( 70%) |
Fire | + 60%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Pinning Resistance | 5% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 90% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Stun Resistance | 70% |
Instadeath Resistance | 100% |
Knockback Resistance | 5% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Willpower 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 154% efficiency and cooldown mod of 53%. 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 161% efficiency and cooldown mod of 68%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.5 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 540 damage for 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Battlewagon | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Steamtech / Piloting | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Engine | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Explosives | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Drones | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Steamtech / Chemistry | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Steamtech / Engineering | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. You have overcome the depths, but there are many trials still ahead. You survived the wilderness and have recovered some of your past power, but your memories still elude you. You defeated a powerful necromancer and his undead legion. The Keepers say this was a vital juncture, but your thread is not safe yet. | 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 |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +6 Defense: +22 (+5 eff.) Fatigue: +4% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 13 Damage when hit (Melee): 6 blight Changes stats: +5 Str / +14 Dex / +7 Wil / +6 Cun / +5 Con Changes resistances: +6% blight Changes resistances penetration: +5% blight Changes damage: +15% light Physical save: +13 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +14 (+3 eff.) Pinning immunity: +5% Knockback immunity: +5% Teleport immunity: +100% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 165% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Ranged): +20 fire Damage (radius 2) on crit: +20 mind When wielded/worn: Talent granted: +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +10 (+2 eff.) Changes stats: +1 Con Changes damage: +8% light / +3% physical Critical mult.: +20.00% Physical save: +6 (+2 eff.) Maximum life: +10.00 Light radius: +5 See stealth: +4 Maximum hull: +31.00 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +8 Cun / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +24 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Talent granted: +4 Iron Grip Poison immunity: +20% Disarm immunity: +90% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 104 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 14 light Damage (Ranged): 14 light Changes stats: +5 Wil / +5 Mag Changes damage: +12% light Spellpower: +7 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +6 Dex / +6 Wil / +10 Cun Changes resistances: +22% fire / +9% nature / +5% arcane Changes resistances penetration: +5% nature Changes damage: +11% fire Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Defense: +10 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 62% Changes stats: +4 Wil Changes resistances penetration: +5% nature Stamina each turn: +3.00 Only die when reaching: -40.00 life Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (radius 1) on hit: +60 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Changes stats: +8 Con / +6 Wil Changes damage: +8% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Maximum life: +7.00 Steampower: +6 (+1 eff.) Maximum hull: +21.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Defense: +9 (+2 eff.) Changes resistances penetration: +6% physical Changes damage: +6% physical Critical mult.: +6.00% Slows Projectiles: +20% A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (radius 1) on hit: +60 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Changes stats: +4 Dex Changes resistances penetration: +9% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Defense: +2 (+0 eff.) Fatigue: -3% Changes stats: +8 Cun / +3 Wil Changes resistances: +24% lightning Changes damage: +3% blight Stun/Freeze immunity: +40% Psi when hit: +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +13% acid / +11% physical / +14% fire / +14% cold / +5% arcane / +9% all Changes resistances penetration: +15% darkness Changes damage: +11% acid / +9% physical / +18% darkness / +18% temporal / +8% cold / +24% arcane / +10% fire Talent cooldown: Refit Golem (-4 turns) Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 127% efficiency and cooldown mod of 75%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 115% efficiency and cooldown mod of 70%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 146% efficiency and cooldown mod of 66%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 44 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 477% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 353 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() Brightparry Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +12 Mag Changes resistances penetration: +15% fire Changes damage: +12% fire Physical save: +19 (+6 eff.) Spell save: +16 (+6 eff.) Mental save: +18 (+4 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +25 (+12 eff.) Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 13 light / 9 darkness Effects when hit in melee: * 10% chance to reduce damage dealt by 28% * 9% chance to blind Changes resistances: +14% mind Changes damage: +9% light / +9% darkness Confusion immunity: +32% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 62% Damage when hit (Melee): 2 cold Changes resistances: +24% lightning / +12% nature / +3% acid Changes damage: +12% lightning / +3% fire Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 14 light Damage (Ranged): 19 light Changes stats: +5 Mag Changes damage: +13% light Rings make your fingers look great! |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Power: 137% Range: 1.1x Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+5 eff.) Spellpower: +20 (+10 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 1000 power out of 1000/1000. 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. |
![]() Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +9 Str / +10 Dex / +9 Mag / +9 Wil / +9 Cun / +6 Con Massive two-handed swords. |
![]() Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Sharp, short and deadly. |
![]() Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() stralite dagger 'Elenohek' (130% power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 131% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Effects on melee hit: * 20% chance to slow global speed by 62% Changes stats: +11 Con / +5 Wil Changes resistances: +6% cold Critical mult.: +27.00% Psi when hit: +0.20 Maximum life: +62.00 Sharp, short and deadly. |
![]() Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +5.0% Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Ammo reloads per turn: +4 Changes stats: +1 Str Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes resistances: +25% mind / +15% all Changes resistances penetration: +5% temporal / +9% physical Changes damage: +11% temporal / +25% mind / +22% physical Reduces paradox anomalies(equivalent to willpower): +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Gloryrakira the steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +4 Mag / +7 Con Changes resistances: +12% arcane Changes resistances penetration: +25% arcane Reduces incoming crit damage: 15.00% Spell save: +15 (+5 eff.) Infravision radius: +3 A suit of armour made of mail. |
![]() linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +1 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 physical Changes stats: +3 Str / +3 Dex / +2 Mag Changes resistances: +6% lightning / +5% temporal Changes resistances penetration: +10% nature Physical save: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() scholar's pair of dwarven-steel boots of phasing (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Mag / +3 Wil Spellpower: +6 (+3 eff.) It can be used to blink to a nearby random location (rad 9) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() steady rough leather gloves of magic (+3) (0 def, 1 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Physical save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Blazeimmortal the hardened leather cap (0 def, 11 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +11 Fatigue: +3% Changes stats: +10 Str / +8 Dex / +6 Cun / +9 Con Changes damage: +9% fire Maximum stamina: +30.00 A cap made of leather. |
![]() Decayed Visage (0 def, 0 armour) Requires: - Magic 25 - Willpower 20 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +8 Wil / +10 Mag Changes resistances penetration: +10% darkness Changes damage: +20% blight / +24% arcane / +9% light / +6% acid Maximum vim: +25.00 Spell crit. chance: +5% It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 6% and all saves by 10, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Neredherelle Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +3% acid / +3% lightning Physical save: +6 (+2 eff.) Spell save: +3 (+1 eff.) Light radius: +6 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +4 Wil Changes resistances penetration: +5% fire / +10% physical Changes damage: +5% mind / +9% fire Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 27] powerful fiery salve [power 27]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 154% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (27% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 27] powerful frost salve [power 27]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 154% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 375] powerful healing salve [power 375]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 154% efficiency and 53% cooldown modifier. It can be used to heal 375 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 324] powerful pain suppressor salve [power 324]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 154% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -324 life and reduces all damage by 21% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful water salve [power 27] powerful water salve [power 27]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 154% efficiency and 53% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (27% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() iron pickaxe 'Nerygabeth' (dig speed 37 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +1 Str / +2 Mag / +4 Cun Mana each turn: +0.04 Maximum mana: +63.00 Spell crit. chance: +8% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +5 Str / +3 Dex / +3 Cun / +2 Con Changes resistances: +8% darkness / +8% fire Mana each turn: +0.32 Vim when firing critical spell: +2.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 6 lightning Changes resistances: +6% blight / +15% temporal Changes damage: +12% lightning / +6% temporal / +24% blight It can be used to setup a psionic shield, reducing all damage taken by 59 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Gotta the Skeleton Demolisher level 38
58th Quantumnal 1337th year of Ascendancy at 22:08 see stats
By Gotta the Skeleton Demolisher level 37
58th Quantumnal 1337th year of Ascendancy at 17:30 see stats
By Gotta the Skeleton Demolisher level 10
45th Quantumnal 1337th year of Ascendancy at 01:43 see stats
By Gotta the Skeleton Demolisher level 20
49th Quantumnal 1337th year of Ascendancy at 13:08 see stats
By Gotta the Skeleton Demolisher level 30
53rd Quantumnal 1337th year of Ascendancy at 10:52 see stats
By Gotta the Skeleton Demolisher level 21
50th Quantumnal 1337th year of Ascendancy at 07:09 see stats
By Gotta the Skeleton Demolisher level 25
51st Quantumnal 1337th year of Ascendancy at 02:10 see stats
By Gotta the Skeleton Demolisher level 37
58th Quantumnal 1337th year of Ascendancy at 15:57 see stats
By Gotta the Skeleton Demolisher level 21
50th Quantumnal 1337th year of Ascendancy at 03:28 see stats
By Gotta the Skeleton Demolisher level 34
57th Quantumnal 1337th year of Ascendancy at 16:13 see stats
Log
Minotaur starts to bleed.
Gotta damages herself through Martyrdom!
Minotaur hits Gotta for (11 guarded), 0 fire, (15 guarded), 0 physical (0 total damage).
Gotta's blast mine hits Minotaur for 88 fire, 103 physical (191 total damage).
Gotta's gunner drone performs a melee critical strike against Emeluldana the orc summoner!
Emeluldana the orc summoner's mind surges with critical power!
Emeluldana the orc summoner attunes to the damage.
Gotta damages herself through Martyrdom!
Emeluldana the orc summoner hits Gotta for (28 guarded), 0 physical, (1 guarded), 0 fire, (2 guarded), 0 light, (3 guarded), 0 mind (0 total damage).
Gotta's gunner drone hits Emeluldana the orc summoner for 233 physical, 10 fire, 16 light, 17 mind (276 total damage).
Emeluldana the orc summoner uses Slime Spit.
Gotta damages herself through Martyrdom!
Minotaur hits Gotta for (1 guarded), 0 physical (0 total damage).
Bleeding from Gotta hits Minotaur for 10 physical damage.
Emeluldana the orc summoner's corrosive nature intensifies!
Emeluldana the orc summoner's Eyal's Wrath hits Gotta for (5 guarded), (69 resonance), 69 nature (69 total damage).
Talent Implant: Steam Generator is ready to use.
Minotaur uses Warshout.
Gotta wanders around!
Burning from Betytta the orc corruptor hits Gotta for (2 resonance), 2 fire (2 total damage).
Gotta damages herself through Martyrdom!
Emeluldana the orc summoner hits Gotta for (19 guarded), 0 physical, (1 guarded), 0 fire, (1 guarded), 0 light (0 total damage).
Gotta's gunner drone hits Emeluldana the orc summoner for 132 physical, 6 fire, 5 light (144 total damage).
Emeluldana the orc summoner uses Acidbeam.
Your resonance field crumbles under the damage!
The psychic field around Gotta crumbles.
Emeluldana the orc summoner roars triumphantly.
Emeluldana the orc summoner hits Gotta for (59 guarded), (129 resonance), 303 acid (303 total damage).
Gotta the level 39 skeleton demolisher was corroded to death by Emeluldana the orc summoner on level 2 of Gorbat Pride.
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QUICK Campaign Zones
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Trollmire
Scintillating Caves: Twisted
The Maze
Daikara
Dreadfell
Gorbat Pride
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QUICK Campaign Perks
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1: Rune: Shatter Afflictions
2: Talents: Conversion/Resonance Field
3: Artifact: Withering Orbs
4: Sandqueen Heart: Corrupt
5: Immunity: Stun
6: Finale: Increased Resistances