

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows 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 1.5.0Official 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:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Better Item Description 1.5.5This 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 Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Embers of Rage 1.5.0Official 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:
|
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Cornac |
Class | Sawbutcher |
Level / Exp | 27 / 67% |
Size | medium |
Lifes / Deaths | Killed by Nibnab's Inner Demon at level 27 on the 27th Haze 122nd year of Ascendancy at 15:13 5 / 2Killed by Nibnab at level 27 on the 27th Haze 122nd year of Ascendancy at 15:18 |
Primary Stats
Strength | 67 (base 58) |
Dexterity | 17 (base 10) |
Constitution | 26 (base 11) |
Magic | 14 (base 10) |
Willpower | 13 (base 10) |
Cunning | 67.4 (base 54) |
Resources
Life | 711/711 |
Psi | 103/103 |
Steam | 100/100 |
Healing Factor | 1.7164489795919 |
Regeneration | 8.6680673469391 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 5 |
See Stealth | 48.212954704655 |
See Invisible | 57.212954704655 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 112 |
Accuracy | 59 |
Crit Chance | 47% |
APR | 92 |
Speed | 1.00 |
Offense: Offhand
Damage | 45 |
Accuracy | 59 |
Crit Chance | 45% |
APR | 81 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9.5 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Blight | +9% |
Arcane | +6% |
Cold | +7% |
All | 0% |
Lightning | +6% |
Temporal | +3% |
Fire | +15% |
Physical | +6% |
Offense: Damage Penetration
Lightning | +10% |
Temporal | +10% |
Blight | +20% |
Physical | +25% |
Darkness | +15% |
Defense: Base
Armour (hardiness) | 64.292304923968 (86.818181818182%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 26 |
Physical Save | 45 |
Spell Save | 40 |
Mental Save | 36 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 33%( 70%) |
All | + 7%( 70%) |
Mind | + 31%( 70%) |
Lightning | + 38%( 70%) |
Light | + 15%( 70%) |
Temporal | + 13%( 70%) |
Physical | + 10%( 70%) |
Darkness | + 13%( 70%) |
Fire | + 28%( 70%) |
Nature | + 44%( 70%) |
Defense: Immunities
Pinning Resistance | 18% |
Confusion Resistance | 45% |
Disarm Resistance | 20% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 61% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. 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 115% efficiency and cooldown mod of 61%. |
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 98% efficiency and cooldown mod of 67%. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Overheat Saws |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed faerlhing fang. * You've found the needed green worm. 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 length of troll intestine. * You've found the needed minotaur nose. * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed bloated horror heart. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed vial of greater demon bile. * You've found the needed chunk of ghoul flesh. | active |
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 |
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 [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Fatigue -2% Phys.save +7 (+2 eff.) ---------- misc Max.enc +30 Talents +3 Rocket Boots Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Random Unique] Disrupt/Master/Psionic While equipped: dps ---------- Res.pen +10% lightning Melee Ret 8 light On Hit (Melee): * 30% chance to blind * 30% chance to daze at end of turn ----- def ----- Defense +15 (+8 eff.) Resists +3% lightning +3% all Phys.save +16 (+5 eff.) Spell.save +30 (+10 eff.) Mind.save +17 (+7 eff.) ---------- misc Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Spell.crit +3% Phys.pwr +3 (+1 eff.) Dmg.mod +6% arcane Acc +25 (+6 eff.) Melee Ret 4 arcane ----- def ----- Armour +3 Fatigue +3% Resists +8% cold +8% fire +9% nature +3% mind Spell.save +5 (+2 eff.) Max.HP +58.00 Heal.mod +15% ---------- misc Light +7 A hat made of leather. Very stylish. |
On hands | ![]() 1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Phys.crit +5.0% Acc +7 (+2 eff.) Apr +5 ----- def ----- Armour +2 Phys.save +7 (+2 eff.) Mind.save +8 (+4 eff.) Blind- +25% Disarm- +20% Stun/Frz- +15% ---------- misc Talents +2 Spring Grapple Unarmed combat: Power 23.0 - 25.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% acid On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% fire +9% light +6% temporal Spell.save +6 (+2 eff.) Max.HP +23.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Cun +3 Dex dps ---------- Melee+ 8 bleed Ranged+ 8 bleed Dmg.mod +6% physical Acc +8 (+2 eff.) On Hit (Melee): * 20% chance to disease * 10% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ----- def ----- HP.reg +0.20 Blind- +26% ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Infravis +4 See.Stealth +7 See.Invis +7 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Dex +4 Mag +7 Cun +7 Con dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Mov.spd +10% Dmg.mod +7% acid +3% temporal +7% cold +6% fire +6% lightning Res.pen +15% darkness +10% temporal Melee Ret 8 temporal ----- def ----- Fatigue -8% Resists +23% mind +3% darkness HP.reg +1.30 Confus- +45% ---------- misc Stam/turn +1.10 Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +37 Crit +17.0% Atk.spd 100% Block +98 On Hit.r1 +19 fire Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +9% blight Res.pen +20% blight +25% physical Acc +27 (+7 eff.) Apr +26 ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +8% ---------- misc See.Invis +9 Telepathy Dragon 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! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +26 Crit +15.0% Atk.spd 100% Block +46 Melee+ +8 fire On Hit: * Slows global speed by 40% On Crit: * wounds the target for 7 turns: 18 bleeding, 63% reduced healing Uses 1.0 Steam While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+2 eff.) Dmg.mod +9% fire Melee Ret 16 nature 20 fire ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% acid +3% darkness +11% blight +11% nature +30% lightning HP.reg +1.10 Heal.mod +12% Blind- +10% Stun/Frz- +70% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T3 heavy armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 30 physical ----- def ----- Armour +27 Defense +3 (+2 eff.) Fatigue +17% Resists +6% arcane Spell.save +12 (+4 eff.) A suit of armour made of mail. |
Inventory
![]() 0.1 T1 implant scroll [Ego] 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 99% efficiency and cooldown mod of 60%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] 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 131% efficiency and cooldown mod of 76%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 33.29 nature damage per turn for 7 turns, and reducing the target's healing received by 28%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] 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 unleash a wave of acid in a cone of radius 6, doing 124.30 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 308.57 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 131.33 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 15) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any dragon around. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +4 Wil +4 Con dps ---------- Dmg.mod +24% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +18% temporal Pinning- +37% Knockbk- +37% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Dex +3 Mag +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +12% temporal Res.pen +10% temporal ----- def ----- Resists +9% fire Mind.save +5 (+3 eff.) Confus- +12% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex dps ---------- Res.pen +10% light Melee Ret 4 acid On Hit (Melee): * 15% chance to corrode armour by 30% * 15% chance to blind ----- def ----- Blind- +16% ---------- misc Light +1 Infravis +3 Sight +2 See.Invis +6 Masteries +0.16 Steamtech/Chemistry Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T3 amulet jewelry [Ego++] Nature While equipped: Stats +8 Lck dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Unseen.red 14% Blind- +13% ---------- misc Infravis +5 Sight +2 See.Invis +6 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +5 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% Resists +5% physical +10% light +12% darkness Phys.save +23 (+7 eff.) HP.reg +0.40 Blind- +24% ---------- misc Stam/turn +0.90 Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire Res.pen +15% light +10% mind Melee Ret 8 light On Hit (Melee): * 15% chance to blind ----- def ----- Resists +9% mind +22% fire ---------- misc Light +3 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) S.pwr/crit +6 Dmg.mod +9% arcane Res.pen +25% nature +10% blight ----- def ----- Resists +9% nature Spell.save +9 (+3 eff.) Blind- +38% ---------- misc Infravis +5 See.Stealth +15 See.Invis +17 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+4 eff.) Blind- +26% ---------- misc Infravis +3 See.Stealth +5 See.Invis +8 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+3 eff.) Rings can have magical properties. |
![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 39.5 - 59.3 Nature Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +19 cold On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Spell.crit +1% Crit.mult +5.00% Spell.pwr +2 (+0 eff.) Res.pen +5% arcane +12% physical Acc +12 (+3 eff.) Apr +12 Melee Ret 8 arcane 8 blight ---------- misc Mana/turn +0.12 Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Nature Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +17 nature +16 temporal While equipped: Stats +3 Mag +4 Con dps ---------- Melee Ret 12 mind ---------- misc Equi/ret +0.08 Psi/ret +0.08 Light +3 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 44.5 - 71.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +19 cold Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Arcane/Psionic Power 25.0 - 40.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +7 fire On Hit: * 25% chance to put talents on cooldown While equipped: Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Rare] Arcane Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +7 fire While equipped: Stats +5 Str +3 Dex dps ---------- Crit.mult +12.00% Acc +8 (+2 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Armour +6 Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +10% physical Acc +9 (+2 eff.) Apr +4 On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Defense +9 (+5 eff.) Disarm- +32% ---------- misc Light +3 Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Normal] Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Phys.crit +4.0% Res.pen +7% physical Acc +7 (+2 eff.) Apr +6 On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +4 Phys.save +39 (+13 eff.) Die.at -40.00 life Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 7.5 - 8.3 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +4% nature ----- def ----- Resists +4% blight Disease- +13% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% fire +6% light +9% temporal Res.pen +15% temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.28 Max.mana +53.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +10 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T1 steamgun 1H weapon Reqs Shoot [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Cun +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +10% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 16.0 - 24.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +22 On Crit.r2 +8 lightning On Hit: * 40% chance to cause random gloom Uses 1.0 Steam While equipped: Stats +3 Con dps ---------- Dmg.mod +12% lightning Melee Ret 16 lightning On Hit (Melee): * 30% chance to daze at end of turn On Melee Ret: * 14% chance to corrode armour by 30% ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +14% acid +6% mind ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Ego] Master/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +42 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +11 (+6 eff.) Fatigue +8% Proj.evade +7% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 21.5 - 32.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +42 Uses 1.0 Steam While equipped: dps ---------- Melee+ 7 cold Melee Ret 10 ice ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +17% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Resists +10% fire +6% nature +7% cold Phys.save +30 (+10 eff.) Spell.save +3 (+1 eff.) Disarm- +10% Stun/Frz- +5% ---------- misc Light +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Str dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +9% physical On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +15% cold Phys.save +7 (+2 eff.) HP.reg +0.40 ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str +3 Dex +4 Wil +4 Cun +1 Con +6 Lck dps ---------- Melee Ret 12 nature ----- def ----- Resists +6% nature Stealth +7 ---------- misc T.Disarm +9 Light +2 Infravis +3 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Melee Ret 20 physical ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +12% acid Max.HP +41.00 ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% blight +12% fire +9% nature +9% temporal HP.reg +2.10 Heal.mod +21% A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego] Arcane While equipped: Stats +2 Wil +1 Mag ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +6 Str +1 Mag +4 Wil +2 Con ----- def ----- Defense +1 (+1 eff.) Mind.save +7 (+4 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) Resists +0% lightning +0% cold +0% nature Max.HP +30.00 Stun/Frz- +0% 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 cloth armor [Ego] Master/Psionic While equipped: Stats +5 Wil +5 Mag ----- def ----- Armour +4 Defense +6 (+3 eff.) Phys.save +15 (+5 eff.) ---------- misc Mana/turn +0.16 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% mind Melee Ret 16 light 4 mind ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue +2% Resists +9% light ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +5 (+3 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Unarmed combat: Power 13.0 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence On Hit: 100% Destroy Magic 1 Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 T1 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 7 mind Dmg.mod +4% mind +6% darkness On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +1 Resists +6% mind Unarmed combat: Power 11.5 - 16.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% Melee+ +12 darkness On Hit.r1 +12 darkness +8 acid On Crit.r2 +7 mind +4 acid On Hit: 20% Psychic Lobotomy 1 On Hit: * 40% chance to corrode armour by 30% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Ego+] Disrupt/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) On Melee Ret: * 15% chance to reduce effective powers by 20% * 17 arcane resource burn ----- def ----- Armour +2 Spell.save +12 (+4 eff.) Unarmed combat: Power 23.0 - 25.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 15% chance to reduce effective powers by 20% * 19 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +9% blight +9% lightning Res.pen +10% lightning +15% blight Acc +0 (+0 eff.) On Hit (Melee): * 10% chance to disease * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex ----- def ----- Armour +4 Fatigue +4% Resists +12% lightning +9% nature +6% darkness Die.at -80.00 life Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str +3 Wil +2 Con dps ---------- Dmg.mod +17% fire ----- def ----- Defense +1 (+1 eff.) Resists +16% fire ---------- misc Light +3 See.Invis +3 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +1 Con ----- def ----- Armour +7 Fatigue +3% Resists +3% light +6% cold Phys.save +8 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +10 (+5 eff.) Stun/Frz- +5% Teleport- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Resists +7% cold +8% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +21% acid +6% cold Crit.dmg- 15.00% ---------- misc Light +1 See.Invis +12 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T3 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% blight +15% mind Res.pen +15% mind Melee Ret 12 blight ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +7% physical Phys.save +16 (+5 eff.) Mind.save +30 (+11 eff.) ---------- misc Psi/ret +0.16 Telepathy Dragon A suit of armour made of leather. |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +4 Con +5 Wil ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 T2 light armor [Rare] Arcane/Nature/Master While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun dps ---------- Dmg.mod +12% darkness +9% temporal Res.pen +15% temporal Melee Ret 4 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Max.HP +40.00 Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature/Master While equipped: dps ---------- Mind.pwr +9 (+4 eff.) ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +8% acid +8% physical +7% cold +9% fire +28% lightning A suit of armour made of leather. |
![]() 17.0 T1 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% acid Res.pen +5% lightning On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% Resists +16% acid +18% lightning A suit of armour made of metal plates. |
![]() 7.0 T1 shield armor [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +30% arcane Melee Ret 20 arcane 11 fire ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +6% mind ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +6 Cun +3 Con dps ---------- Res.pen +10% nature ---------- misc Light +2 Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 2.4 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent healing salve [power 192] potent healing salve [power 192]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 192 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 17] powerful water salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (17% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 146] simple healing salve [power 146]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 146 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T2 shot ammo [Ego] Psionic Power 23.0 - 27.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 22 Ranged+ +19 physical On Hit: * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
![]() 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! |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Cun +2 Con dps ---------- Res.pen +15% fire ----- def ----- Fatigue -4% Crit.dmg- 10.00% ---------- misc Infravis +3 Teleport randomly (rad 21) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 63 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Str dps ---------- Res.pen +20% physical ----- def ----- Armour +6 Phys.save +36 (+12 eff.) Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Cun +10 Con dps ---------- Phys.crit +3.0% Mind.pwr +2 (+1 eff.) ----- def ----- Armour +4 ---------- misc Talents +2 Rushing Claws Cooldown Rushing Claws -1 Heal a target within range 6 (based on Willpower) for 112 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 11, power 40 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 6 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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. |
Achievements
By Nibnab the Cornac Sawbutcher level 26
21st Haze 122nd year of Ascendancy at 17:50 see stats
By Nibnab the Cornac Sawbutcher level 10
3rd Summertide 122nd year of Ascendancy at 06:07 see stats
By Nibnab the Cornac Sawbutcher level 26
24th Haze 122nd year of Ascendancy at 07:54 see stats
By Nibnab the Cornac Sawbutcher level 26
21st Haze 122nd year of Ascendancy at 15:32 see stats
By Nibnab the Cornac Sawbutcher level 10
79th Pyre 122nd year of Ascendancy at 13:34 see stats
By Nibnab the Cornac Sawbutcher level 20
38th Dusk 122nd year of Ascendancy at 09:10 see stats
By Nibnab the Cornac Sawbutcher level 21
56th Dusk 122nd year of Ascendancy at 01:28 see stats
By Nibnab the Cornac Sawbutcher level 26
24th Haze 122nd year of Ascendancy at 10:22 see stats
By Nibnab the Cornac Sawbutcher level 24
20th Haze 122nd year of Ascendancy at 14:04 see stats
By Nibnab the Cornac Sawbutcher level 11
7th Flare 122nd year of Ascendancy at 11:48 see stats
By Nibnab the Cornac Sawbutcher level 26
21st Haze 122nd year of Ascendancy at 17:50 see stats
By Nibnab the Cornac Sawbutcher level 26
24th Haze 122nd year of Ascendancy at 15:08 see stats
By Nibnab the Cornac Sawbutcher level 15
20th Dusk 122nd year of Ascendancy at 23:01 see stats
By Nibnab the Cornac Sawbutcher level 26
24th Haze 122nd year of Ascendancy at 10:24 see stats
By Nibnab the Cornac Sawbutcher level 24
19th Haze 122nd year of Ascendancy at 19:58 see stats
By Nibnab the Cornac Sawbutcher level 18
29th Dusk 122nd year of Ascendancy at 22:04 see stats
Log
Talent Bloodstream is ready to use.
Talent Dream Walk is ready to use.
Talent Dig is ready to use.
Talent To The Arms is ready to use.
Today is the 27th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 15:15.
Nibnab activates Overheat Saws.
Saving game...