









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 47 / 40% |
Size | big |
Lifes / Deaths | Killed by elven cultist at level 13 on the 17th Dusk 122nd year of Ascendancy at 13:09 0 / 9Killed by Eilinylranne the elven blood mage at level 27 on the 1st Allure 123rd year of Ascendancy at 03:56 Killed by Eilinylranne the elven blood mage at level 27 on the 1st Allure 123rd year of Ascendancy at 04:56 Killed by Grand Corruptor at level 31 on the 28th Regrowth 123rd year of Ascendancy at 15:20 Killed by Animated swashbuckler's dwarven-steel steamsaw of ruin at level 33 on the 48th Regrowth 123rd year of Ascendancy at 01:59 Killed by skeleton mage at level 33 on the 48th Regrowth 123rd year of Ascendancy at 12:21 Killed by Pale Drake at level 43 on the 2nd Mirth 123rd year of Ascendancy at 06:44 Killed by orc high cryomancer at level 46 on the 11st Dusk 123rd year of Ascendancy at 03:50 Killed by Vor, Grand Geomancer of the Pride at level 47 on the 13rd Dusk 123rd year of Ascendancy at 09:11 |
Primary Stats
Strength | 99 (base 60) |
Dexterity | 75 (base 62) |
Constitution | 61 (base 15) |
Magic | 13 (base 13) |
Willpower | 26 (base 12) |
Cunning | 88 (base 61) |
Resources
Life | -534/1472 |
Stamina | 219/328 |
Steam | 100/100 |
Healing Factor | 1.6749470706755 |
Regeneration | 44.469844726434 |
Speed
Mental | +15% |
Attack | +15% |
Movement | 0% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 42.646342358568 |
See Invisible | 42.646342358568 |
Offense: Barehand
Damage | 148 |
Accuracy | 68 |
Crit Chance | 55% |
APR | 27 |
Speed | 0.87 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 24% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 34% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
All | +4% |
Blight | +14% |
Physical | +13% |
Fire | +19% |
Nature | +10% |
Offense: Damage Penetration
Physical | +15% |
Defense: Base
Armour (hardiness) | 28 (44.574340358689%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 27 |
Mental Save | 48 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 33%( 70%) |
Cold | + 20%( 70%) |
All | + 12%( 70%) |
Lightning | + 39%( 70%) |
Temporal | + 15%( 70%) |
Mind | + 21%( 70%) |
Darkness | + 21%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Pinning Resistance | 25% |
Confusion Resistance | 10% |
Poison Resistance | 70% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Stun Resistance | 77% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 837 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 108 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1025% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
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 158% efficiency and cooldown mod of 70%. |
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 142% efficiency and cooldown mod of 60%. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Grappling | 1.50 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by ghast. Escort: lost defiler (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by snow giant boulder thrower. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Belokira the stone troll. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 |
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 |
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. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed minotaur nose. * You've found the needed multi-hued wyrm scale. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed naga tongue. * You've found the needed ice wyrm tooth. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed wretchling eyeball. * You've found the needed faerlhing fang. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 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 | ![]() 2.0 T3 feet armor [Random Unique] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +3 ----- def ----- Armour +4 Fatigue -4% Crit.dmg- 15.00% Phys.save +26 (+7 eff.) Die.at -80.00 life Cut- +20% Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Max.enc +20 Infravis +2 A pair of boots made of leather. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Str +3 Wil +3 Con ----- def ----- Armour +8 Fatigue +5% Mind.save +5 (+2 eff.) Max.HP +64.00 Disarm- +120% ---------- misc Talents +5 Iron Grip Masteries +0.20 Technique/Grappling Unarmed combat: Power 31.5 - 44.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +5 Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Disarm 5 On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +12 Str +6 Dex +6 Cun +5 Con dps ---------- Dmg.mod +10% blight +15% fire +6% nature Melee Ret 4 fire ----- def ----- Armour +5 Fatigue +5% Resists +6% nature Phys.save +27 (+7 eff.) Mind.save +17 (+6 eff.) Skullcracker: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 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 551.0 Physical damage. If the attack hits, the target is confused (43% 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 cap made of leather. It was corrupted by the digestive sack. |
Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Res.pen +15% physical ----- def ----- Resists +18% blight Phys.save +15 (+4 eff.) Die.at -60.00 life HP.reg +4.00 Stun/Frz- +27% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +9 (+2 eff.) Acc +12 (+3 eff.) Apr +7 ----- def ----- Defense +10 (+2 eff.) Disengage: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +3 Dex +6 Con dps ---------- Acc +25 (+7 eff.) ----- def ----- Armour +4 Fatigue -9% Resists +6% acid +9% cold HP.reg +3.00 ---------- misc Stam/turn +3.00 Max.stam +20.00 Amulets make your neck look great! |
Main armor | ![]() 9.0 T4 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Max.HP +48.00 HP.reg +15.30 Heal.mod +14% Poison- +50% Disease- +50% Cut- +50% A suit of armour made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+4 eff.) Acc +10 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +6% blight +3% temporal Max.HP +51.00 Disease- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+7 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+3 eff.) Resists +30% lightning +10% darkness +10% mind Mind.save +10 (+4 eff.) Stealth +12 Stun/Frz- +50% ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +9% physical Acc +20 (+5 eff.) Apr +2 ----- def ----- Defense +8 (+2 eff.) Phys.save +15 (+4 eff.) Spell.save +11 (+5 eff.) Proj.slow +20% Max.HP +40.00 HP.reg +4.00 Heal.mod +20% Poison- +20% ---------- misc Size +1 A belt that goes around your waist. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 115% efficiency and cooldown mod of 85%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -418 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 836 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 409 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 454 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 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 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 (87% of a turn) Is a spell Description: Inflicts 264.16 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 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (87% 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (87% 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 121 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 444 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +6% blight +9% physical ----- def ----- Armour +2 Fatigue -5% Die.at -40.00 life HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.11 Cunning/Tactical +0.11 Technique/Conditioning Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+1 eff.) Unseen.red 11% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Res.pen +25% mind Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 28 On Melee Ret: * 34% chance to reduce strength, dexterity, and constitution by 8 * 36% chance to reduce damage dealt by 23% ----- def ----- Resists +38% darkness +6% mind +37% light Blind- +99% ---------- misc Infravis +6 Sight +2 See.Invis +9 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +12 (+4 eff.) Confus- +22% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 38 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Max.HP +26.00 Disarm- +26% Pinning- +24% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil +5 Cun dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 11 light Ranged+ 10 light Dmg.mod +10% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Silence- +25% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Melee+ 29 physical Ranged+ 17 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 28 On Hit (Ranged): * 14% chance to reduce all saves and defense by 28 ----- def ----- Mind.save +10 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +7 Cun +4 Con dps ---------- Spell.crit +17% Crit.mult +19.00% Spell.pwr +15 (+11 eff.) Dmg.mod +30% light ---------- misc N.En/turn +0.20 Vim/s.crit +3.00 Max.vim +50.00 Max.N.En +28.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 greatmaul 2H weapon [Ego] Master Power 82.0 - 123.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Psionic Power 63.0 - 100.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +21 mind On Hit: * 37% chance to reduce all saves and defense by 28 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +10 Cun +5 Wil Massive two-handed swords. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 46.0 - 64.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +19 light Against +23% Undead While equipped: Stats +9 Str dps ---------- Dmg.mod +3% temporal +13% physical Res.pen +15% temporal Acc +29 (+8 eff.) Melee Ret 2 temporal ----- def ----- Defense +7 (+1 eff.) Resists +9% darkness Disarm- +50% Def/telep +15 Res/telep +15% Dur/telep +15% Blunt and deadly. |
![]() 1.0 T4 dagger 1H weapon [Rare] Arcane Power 29.0 - 37.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 blight +20 cold +20 temporal On Hit.r1 +20 acid On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +10% blight +15% acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Rare] Master Power 38.0 - 49.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +5 Mag +3 Wil +3 Cun +8 Con dps ---------- Dmg.mod +18% acid Res.pen +15% temporal Acc +15 (+4 eff.) ----- def ----- Defense +15 (+3 eff.) Resists +15% acid Disarm- +48% Sharp, short and deadly. |
![]() 3.0 T5 steamsaw 1H weapon [Ego++] Master/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 Uses 1.0 Steam When used to Attack: Power 9.0 - 9.9 Physical Uses On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +9 (+2 eff.) Res.pen +10% physical Acc +19 (+5 eff.) Apr +14 ----- 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! |
![]() 4.0 T4 longbow 2H weapon [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +200% While equipped: Stats +8 Cun +6 Wil dps ---------- Phys.spd +10% ----- def ----- Resists +15% nature Phys.save +9 (+3 eff.) Spell.save +12 (+6 eff.) Heal.mod +20% Cut- +20% ---------- misc Reload +4 See.Invis +9 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Ego++] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +12 Str +12 Dex +8 Mag +14 Wil +6 Cun +12 Con dps ---------- Phys.crit +15.0% Acc +17 (+5 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 arrow ammo [Ego++] Psionic Power 54.5 - 76.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 22 Ranged+ +35 physical On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 178 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Cun dps ---------- Spell.crit +9% Spell.pwr +21 (+14 eff.) Dmg.mod +20% darkness +10% light +10% all ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T4 light armor [Ego++] Master While equipped: Stats +14 Str +7 Dex ----- def ----- Armour +7 Defense +18 (+4 eff.) Fatigue +8% Resists +15% darkness +10% physical Phys.save +10 (+3 eff.) ---------- misc Light +1 Track: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Wil dps ---------- Mind.pwr +20 (+7 eff.) Melee+ 22 acid 23 fire Dmg.mod +9% nature +6% mind Melee Ret 16 acid 16 fire On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +52% acid +30% fire +27% cold Mind.save +6 (+2 eff.) Max.HP +77.00 HP.reg +11.00 Heal.mod +19% ---------- misc Psi/ret +0.16 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +8.0% Apr +14 ----- def ----- Armour +8 Defense +30 (+7 eff.) Fatigue +8% HP.reg +8.00 ---------- misc Stam/turn +3.10 Second Wind: (Instant) Puts all charms on 27 cooldown Level 4.0 Pwr.cost 27 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 142 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Master While equipped: ----- def ----- Armour +19 Defense +5 (+1 eff.) Fatigue +3% Resists +6% acid +3% darkness +17% blight +6% fire +19% nature +12% lightning Phys.save +15 (+4 eff.) Spell.save +18 (+9 eff.) Max.HP +43.00 HP.reg +11.00 Heal.mod +15% A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Resists +6% mind Phys.save +5 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Phys.crit +1.0% Mind.pwr +3 (+1 eff.) Dmg.mod +9% acid Res.pen +5% physical ----- def ----- Phys.save +9 (+3 eff.) Die.at -40.00 life A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Master While equipped: Stats +5 Cun +6 Wil dps ---------- Against +34% Summoned ----- def ----- D.Red.from +30% Summoned A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Dex +2 Mag +1 Wil dps ---------- Acc +5 (+2 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +1 (+0 eff.) ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +10 Dex +7 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Defense +2 (+0 eff.) Resists +6% lightning Crit.dmg- 15.00% ---------- misc See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Mind.pwr +15 (+5 eff.) Acc +6 (+2 eff.) Apr +6 ----- def ----- Defense +2 (+0 eff.) Resists +18% acid +0% lightning ---------- misc Equi/ret +0.08 Hate/m.crit +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Cun dps ---------- Crit.mult +10.00% ----- def ----- Armour +1 Fatigue -5% Resists +3% light Phys.save +5 (+2 eff.) ---------- misc Max.enc +21 Max.psi +10.00 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +6% cold ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire +12% nature +15% light Res.pen +25% light On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +13 Fatigue +4% Resists +9% nature +6% light ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 cold Dmg.mod +4% cold Acc +11 (+3 eff.) ----- def ----- Armour +1 Resists +5% cold Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +5.0% Atk.spd 125% On Crit.r2 +5 ice On Hit: 10% Ice Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Rare] Master While equipped: Stats +9 Dex +9 Cun +3 Con dps ---------- Dmg.mod +9% lightning +18% light Res.pen +10% cold Acc +10 (+3 eff.) Apr +15 ----- def ----- Armour +3 Resists +15% lightning +15% cold ---------- misc Light +3 Unarmed combat: Power 25.0 - 27.5 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +15 Crit +5.0% Atk.spd 125% On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +5% acid Melee Ret 4 light ----- def ----- Armour +2 Fatigue +3% Resists +7% acid +2% physical Phys.save +3 (+1 eff.) Pinning- +20% Knockbk- +20% Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +7 acid On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Dex +4 Mag +4 Cun +8 Con dps ---------- Crit.mult +15.00% Mind.pwr +10 (+3 eff.) Dmg.mod +8% arcane +6% mind Res.pen +25% darkness ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 29.5 - 41.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% Melee+ +16 arcane On Crit.r2 +11 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 100% Gauntlets. But with steam power! |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +4 Con ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal +3% blight +3% acid Phys.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +1 Mag +1 Cun dps ---------- Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +8% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal 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++] Master While equipped: Stats +4 Cun +10 Dex dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +19% darkness ---------- misc Infravis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 23 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Mag dps ---------- Res.pen +5% acid ----- def ----- Crit.dmg- 10.00% Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +10 Wil dps ---------- Dmg.mod +29% light +27% mind Res.pen +10% fire Melee Ret 12 fire ----- def ----- Resists +3% blight +30% fire +30% darkness Affinity +10% light ---------- misc Light +11 Sun Flare: Puts all charms on 23 cooldown Level 3.0 Pwr.cost 23 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 50.32 light damage. At talent level 3 you gain 11% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 19 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 58.53 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 58.53 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +12 (+3 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
great frost salve [power 30] great frost salve [power 30]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 70% cooldown modifier. Remove 2 physical effects and grants a frost aura (30% cold, darkness and nature affinity) Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
great healing salve [power 416] great healing salve [power 416]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 70% cooldown modifier. Heal 416 Puts Talent Medical Injector on 12 cooldown Medical salve. |
great pain suppressor salve [power 363] great pain suppressor salve [power 363]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 70% cooldown modifier. Let you fight up to -363 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
great water salve [power 30] great water salve [power 30]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 70% cooldown modifier. Remove 2 mental effects and grants a water aura (30% blight, mind and acid affinity). Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 23 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 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 277.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 19 power out of 18/25 This rod carved out of a giant spider fang continuously drips venom. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 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? |
Achievements
By the punchmancer the Cornac Brawler level 34
68th Regrowth 123rd year of Ascendancy at 15:55 see stats
By the punchmancer the Cornac Brawler level 34
49th Regrowth 123rd year of Ascendancy at 17:51 see stats
By the punchmancer the Cornac Brawler level 39
1st Pyre 123rd year of Ascendancy at 19:20 see stats
By the punchmancer the Cornac Brawler level 45
4th Dusk 123rd year of Ascendancy at 21:38 see stats
By the punchmancer the Cornac Brawler level 37
79th Regrowth 123rd year of Ascendancy at 07:46 see stats
By the punchmancer the Cornac Brawler level 24
7th Decay 122nd year of Ascendancy at 07:04 see stats
By the punchmancer the Cornac Brawler level 15
56th Dusk 122nd year of Ascendancy at 03:39 see stats
By the punchmancer the Cornac Brawler level 36
75th Regrowth 123rd year of Ascendancy at 00:45 see stats
By the punchmancer the Cornac Brawler level 40
6th Pyre 123rd year of Ascendancy at 22:48 see stats
By the punchmancer the Cornac Brawler level 22
76th Haze 122nd year of Ascendancy at 04:41 see stats
By the punchmancer the Cornac Brawler level 19
24th Haze 122nd year of Ascendancy at 19:14 see stats
By the punchmancer the Cornac Brawler level 28
2nd Regrowth 123rd year of Ascendancy at 19:50 see stats
By the punchmancer the Cornac Brawler level 21
68th Haze 122nd year of Ascendancy at 11:07 see stats
By the punchmancer the Cornac Brawler level 29
7th Regrowth 123rd year of Ascendancy at 06:28 see stats
By the punchmancer the Cornac Brawler level 30
21st Regrowth 123rd year of Ascendancy at 13:56 see stats
By the punchmancer the Cornac Brawler level 10
4th Dusk 122nd year of Ascendancy at 03:16 see stats
By the punchmancer the Cornac Brawler level 20
24th Haze 122nd year of Ascendancy at 23:53 see stats
By the punchmancer the Cornac Brawler level 30
15th Regrowth 123rd year of Ascendancy at 09:32 see stats
By the punchmancer the Cornac Brawler level 40
6th Pyre 123rd year of Ascendancy at 15:47 see stats
By the punchmancer the Cornac Brawler level 21
35th Haze 122nd year of Ascendancy at 13:05 see stats
By the punchmancer the Cornac Brawler level 27
1st Allure 123rd year of Ascendancy at 18:38 see stats
By the punchmancer the Cornac Brawler level 26
1st Wintertide 123rd year of Ascendancy at 05:01 see stats
By the punchmancer the Cornac Brawler level 21
68th Haze 122nd year of Ascendancy at 12:33 see stats
By the punchmancer the Cornac Brawler level 36
75th Regrowth 123rd year of Ascendancy at 04:09 see stats
By the punchmancer the Cornac Brawler level 33
48th Regrowth 123rd year of Ascendancy at 01:58 see stats
By the punchmancer the Cornac Brawler level 7
78th Pyre 122nd year of Ascendancy at 19:38 see stats
By the punchmancer the Cornac Brawler level 21
73rd Haze 122nd year of Ascendancy at 16:41 see stats
By the punchmancer the Cornac Brawler level 14
23rd Dusk 122nd year of Ascendancy at 09:06 see stats
By the punchmancer the Cornac Brawler level 40
25th Pyre 123rd year of Ascendancy at 20:47 see stats
By the punchmancer the Cornac Brawler level 21
73rd Haze 122nd year of Ascendancy at 02:48 see stats
By the punchmancer the Cornac Brawler level 27
1st Allure 123rd year of Ascendancy at 18:38 see stats
By the punchmancer the Cornac Brawler level 18
15th Haze 122nd year of Ascendancy at 05:56 see stats
By the punchmancer the Cornac Brawler level 46
11st Dusk 123rd year of Ascendancy at 03:50 see stats
By the punchmancer the Cornac Brawler level 33
49th Regrowth 123rd year of Ascendancy at 01:13 see stats
Log
The punchmancer resists!
The punchmancer is knocked back!
Orc cryomancer's ice storm area effect hits Vor, Grand Geomancer of the Pride for (81 to time), 0 cold (0 total damage).
Orc cryomancer's ice storm area effect hits Dolleg for 152 cold damage.
Orc cryomancer's ice storm area effect hits the punchmancer for (49 flat reduction), (44 blocked), 0 cold (0 total damage).
Orc cryomancer's cold repulsion area effect hits the punchmancer for (40 flat reduction), 0 cold, (33 flat reduction), 0 physical (0 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Giant white rat for 143 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Dolleg for 143 fire damage.
Orc high pyromancer's cleansing fire area effect hits Iceblock for 77 fire damage.
The punchmancer speeds up.
Talent Vitality is ready to use.
Vor, Grand Geomancer of the Pride casts Flame.
The punchmancer is on fire!
Vor, Grand Geomancer of the Pride hits the punchmancer for (49 flat reduction), (296 blocked), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride is encased in ice!
Orc cryomancer's ice storm area effect hits Vor, Grand Geomancer of the Pride for (75 to time), 0 cold (0 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Iceblock for 143 fire, 143 fire (285 total damage).
Orc high pyromancer's cleansing fire area effect hits Iceblock for 90 fire, 90 fire (179 total damage).
Something hits Vor, Grand Geomancer of the Pride for (157 to time), 0 fire (0 total damage).
Something hits Orc mage-hunter for (83 antimagic), 329 fire (329 total damage).
Vor, Grand Geomancer of the Pride forces the iceblock to shatter.
Talent Clinch is ready to use.
Talent Implant: Medical Injector is ready to use.
Vor, Grand Geomancer of the Pride is free from the ice.
Vor, Grand Geomancer of the Pride casts Lightning.
You cannot block any more attacks!
Vor, Grand Geomancer of the Pride's spell attains critical power!
Vor, Grand Geomancer of the Pride hits the punchmancer for (49 flat reduction), (189 blocked), 98 lightning, (49 flat reduction), 124 physical (222 total damage).
the punchmancer the level 47 cornac brawler was crushed to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.