















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Golem Can Pass 1.6.0Fixes an apparent bug in game releases 1.6.0 thru 1.7.6, restoring the ability of Alchemist golems (and other NPCs) to displace and push past non-hostile NPCs. Also available as part of the Bugnibus Bugfix Pack. [NOTE: We anticipate/hope that the relevant bug will be fixed in a future game release, at which time this addon will be officially deprecated.] Nekarcos's Quality of Life 02a: Tile Scanner (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: High Background: After watching a friend nearly rage quit ToME after failing to understand stealth mechanics. It inspired me to add more information to the UI! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- Draconians 1.7.2Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. Nekarcos's Quality of Life 06: Wait-Time and Real-Time (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Prophecy Management 1.7.0Adds a new talent Prophecy Management, for easier management of the prophecies associated with Grand Oration, Twofold Curse and Revelation. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Revised Staff Combat 1.7.4Overloads Spell/Staff Combat to make some of it more useful. Steam-Fu 1.7.6Adds a new Tinker subclass and a brawler evolution. --- Steam-Fu Master is a class that combines steamsaw and steamgun to fight in close range. This class revolves around melee range combat, wreaking havoc, and throwing oneself into the fray. Shoot enemies multiple times at the cost of high ammo cost that you feel your ammo pouch has a hole. And do not forget your saw shreds through your foes. Don't worry about surrounded by enemies as you have decent survivability and steam generation, as long as you strategically utilize our injector and steam generator. But don't get cocky, choose your fight wisely as getting over your head is sure way to your demise. Master the way of the Steam-Fu through lead and bloodshed. Attain your glory by any means necessary. --- Steam-Fu Adept is a Class Evolution of Brawler enhancing their martial styles with steamtech. Crush your foes faster with novel techniques born by the blessing of steam. Enjoy! Race: Leprechaun 1.7.4Adds leprechauns as a new race. They are especially lucky and cunning magical halflings. Stat modifiers: -3 Strength, +3 Magic, +3 Cunning, and +10 Luck Racial talent tree: https://github.com/Werekracken/tome-leprechaun Changelog Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: Buy Survival category in Last Hope 1.7.4Lets you buy Cunning/Survival at the weapon shops in Last Hope. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics:
More tinkers may be added in future versions. Exotic Weapons Highest Stat Only 1.7.0Changes Exotic Weapons Mastery to use the highest of strength or dexterity, since the two weapons that use Exotic only use one stat each. 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.
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:
Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
Staff Infusion 1.7.4Modifies the Command Staff talent, allowing you to link your staff's damage element to your currently active alchemy infusion. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Nekarcos's Quality of Life 08: Life Displays (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Naloren pack no NPC psions 1.7.0Prevents the psion class from nsrr's Naloren pack from spawning on enemies (on my last characters half of all rares that were a threat to me were psions) Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. 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:
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: Interact with Sidekicks 1.7.0Provides an interface to interact with party members similar to the Interact with the Golem talent, by which yo ucan alter their equipment or spend their talent points. Also adds additional functionality like applying a rune or infusion directly to a party member, or managing its talent point plan in conjunction with the Talent Point Planner addon. Standard actions from the "Give order" dialog can also optionally be included, controlled by game option "Gameplay | Include party orders in interaction dialogs". The interaction dialog is bound to Alt-Shift-I by default, and can also be accessed by right-clicking on a suitable party member on the map or via the "Interact with Party Members" action on the main game menu. (NOTE: If you are using this addon in conjunction with the Talent Point Planner addon, you will need to upgrade the latter to release 10.8.3 or higher for compatibility. Similarly, if you are using this addon with the ZOmnibus Addon Pack or ZOmnibus Lite, you will need to upgrade it to release 17.2.3 or higher for compatibility.) Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Items Vault 1.7.6Donators/Buyers bonus! Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Vor'tep 1.6.7Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Mob Class Adjuster 1.7.4Allows you to toggle which classes can or cannot appear on random bosses and rares. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Necro Escort 1.7.2Adds a necromancer escort. Runed Shields 1.7.4Adds the 'Runed Shield' ego for shields, which grants a chance to cast spells on block. This can only trigger once per turn. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Anteroom at lvl 25 1.7.4All this addon does is make Anteroom of Agony not abduct you before lvl 25. Playable Wight Race 1.7.4Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | quick |
Mode | Nightmare Adventure |
Sex | Male |
Race | Skeleton |
Class | Steam-Fu Master |
Level / Exp | 50 / 5320% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 119 (base 60) |
Dexterity | 114 (base 60) |
Constitution | 83 (base 48) |
Magic | 28 (base 10) |
Willpower | 49 (base 10) |
Cunning | 102.2 (base 60) |
Resources
Life | 1650/1650 |
Steam | 97/97 |
Healing Factor | 2.2129644123143 |
Regeneration | 73.64917085345 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 11 |
Infravision | 9 |
See Stealth | 102.79732883888 |
See Invisible | 102.79732883888 |
ESP Range | 26 |
ESP Kinds | humanoid |
Offense: Mainhand
Damage | 173 |
Accuracy | 74 |
Crit Chance | 111% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 100 |
Accuracy | 74 |
Crit Chance | 106% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 48% |
Speed | 1 |
Offense: Damage Bonus
Physical | +19% |
Acid | +20% |
Light | +25% |
Temporal | +14% |
Nature | +17% |
Arcane | +11% |
Fire | +99% |
All | +5% |
Offense: Damage Penetration
Physical | +35% |
Acid | +5% |
Fire | +67% |
All | 0% |
Defense: Base
Armour (hardiness) | 108.13943112722 (100%) |
Defense | 66 |
Ranged Defense | 71 |
Fatigue | 40 |
Physical Save | 78 |
Spell Save | 36 |
Mental Save | 50 |
Defense: Resistances
Mind | + 62%( 70%) |
Darkness | + 57%( 70%) |
Fire | + 70%( 70%) |
Temporal | + 48%( 70%) |
Nature | + 54%( 70%) |
Physical | + 49%( 70%) |
Cold | + 54%( 70%) |
All | + 43%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 40% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 65% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.1 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 60 up to 6 times. |
Implants | Effective talent level: 2.5 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 160% efficiency and cooldown mod of 53%. |
Implants | Effective talent level: 2.5 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 147% efficiency and cooldown mod of 55%. |
Class Talents
Steamtech / Gun-fu offensive | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Steamtech / Augmentation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Steamtech / Saw-gun mastery | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 2/5 |
Steamtech / Steam-fu defensive | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Steamtech / Saw-fu offensive | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Steamtech / Bioengineering | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Armor Coat: Fire |
talent | Resource Reallocation |
talent | Melting Point |
talent | Furnace |
talent | Nanomachines |
talent | Weapon Coat: Fire |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. You have overcome the depths, but there are many trials still ahead. You survived the wilderness and have recovered some of your past power, but your memories still elude you. You defeated a powerful necromancer and his undead legion. The Keepers say this was a vital juncture, but your thread is not safe yet. You defeated a host of orcs. Another lies ahead. You defeated another host of orcs. Ahead lies your fate. Elandar lies defeated. Argoniel lies defeated. The operation was a success! Speak with Zemekkys to learn more about your fate. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Equipment
On feet | ![]() 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +6 Str +5 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +9 Defense +9 (+2 eff.) Fatigue +8% Resists +10% fire Phys.save +17 (+4 eff.) Pinning- +75% Knockbk- +25% Teleport- +100% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (186 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (314 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 13 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Quiver | ![]() 3.0 T5 shot ammo [Ego++] Arcane/Master Power 55.5 - 66.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +14.0% Capacity 20 On Hit: * Create an explosion dealing 51 fire damage (1/turn) On Crit: * The target is poisoned, taking nature damage per turn and decreasing all heals received by 20%. Damage is based on Cunning. While equipped: ---------- misc Talents +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Dmg.mod +20% light Res.pen +5% acid Melee Ret 29 mind On Hit (Melee): * 10% chance to reduce armor by 24% ----- def ----- Resists +8% mind +1% physical Phys.save +12 (+3 eff.) Heal.mod +28% Disease- +20% Disarm- +10% ---------- misc Light +10 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Defense +13 (+3 eff.) Fatigue +4% Resists +35% fire ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed Meteor Rain: Level 3.5 Pwr.cost 18 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 90.00 fire and 53.83 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +14 Disarm- +150% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% acid +9% fire Melee Ret 6 cold 6 fire Blast the opponent's mind dealing 210 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+7 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 4.2 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Wil dps ---------- Melee Ret 15 nature 12 mind ----- def ----- Max.HP +92.00 HP.reg +13.00 Heal.mod +20% Stun/Frz- +60% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 42 power out of 60/60 The evilness of undeath radiates from this amulet. |
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 Saw-Gun Proficiency Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +99 Melee+ +10 physical Against +20% Undead On Hit.r1 +10 arcane On Hit: * flashes light on your target dealing 120 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Strike your target with a blast of Light dealing 147 damage (based on Strength and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 36 for the duration. Uses 1.0 Steam While equipped: dps ---------- Phys.crit +13.0% Crit.mult +34.00% Res.pen +8% physical ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +12% Spell.save +7 (+3 eff.) ---------- misc Mana/turn +0.16 Vim/s.crit +2.00 Max.vim +50.00 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 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.crit +13.0% Mind.crit +15% Dmg.mod +12% nature +6% arcane Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Max.HP +52.00 HP.reg +3.60 Heal.mod +24% A belt that goes around your waist. |
In off hand | ![]() 4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Saw-Gun Proficiency Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +20 draining blight +12 light On Hit: 10% Shoot 1 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * flashes light on your target dealing 120 damage Uses 2.0 Steam While equipped: dps ---------- Phys.crit +15.0% Crit.mult +15.00% Dmg.mod +9% temporal Acc +12 (+3 eff.) Melee Ret 4 arcane ----- def ----- Resists +9% temporal Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +6 Str +5 Dex +4 Mag +6 Wil +3 Cun +10 Con ----- def ----- Defense +4 (+1 eff.) Rng.Def +21 (+5 eff.) Resists +20% nature +20% cold Crit.chn- 48.00% Unseen.red 30% ---------- misc Telepathy Humanoid Telpty rng +16 Talents +4 Glorious Presence Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 35.0% chance for an additional save against it and 43.6 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +7 Con dps ---------- Melee Ret 50 physical ----- def ----- Armour +58 Hardiness +10% Defense +23 (+6 eff.) Fatigue +16% Resists +25% darkness +25% fire Phys.save +45 (+9 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Inventory
![]() 2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() 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 91% efficiency and cooldown mod of 59%. 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 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 161% efficiency and cooldown mod of 62%. 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 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 72%. 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 [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 137% efficiency and cooldown mod of 65%. Its effects scale with your Willpower stat. 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 2.5 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 52 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to restore 168 stamina and air over 10 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T5 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: You will have to try it to discover what it does. Inscribe your skin with the rune. A long forgotten rune created by a long forgotten people. It appears to have been part of something greater. Parts of it still hold great power. But who knows what it will unleash? |
![]() 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 (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 14 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 110 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 Willpower stat. 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 [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 create a protective shield absorbing at most 210 damage for 5 turns. 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 [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 279 damage for 3 turns. 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 [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 create a protective shield absorbing at most 369 damage for 5 turns. 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 [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 283 damage for 3 turns. 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] Your opponents may laugh at the wire coils and antennas festooning the edges of your shield -- until you zap them in the face with lightning! Requires talents: - Electricity (3) Requires ingredients: - lump of iron (3) Example Item: crude arc discharge coil 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to armor/shield On critical shield strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Unique] Arcane/Nature While equipped: dps ---------- Ranged+ 10 lightning ----- def ----- Stun/Frz- +10% Chain Lightning: Level 2.5 Pwr.cost 21 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Invokes an arc of lightning doing 43.19 to 129.58 damage (86.39 average) and chaining to another target. The arc can jump to 6 targets at most, up to 10 grids apart, and will never jump to the same target twice, or to the caster. The arc will also strike all creatures between each target. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% fire +11% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +21% blight Res.pen +15% light ----- def ----- Resists +20% blight ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +5 Str +6 Con dps ---------- Crit.mult +18.00% Spell.pwr +13 (+7 eff.) Dmg.mod +9% blight +13% fire Acc +30 (+7 eff.) ----- def ----- Defense +20 (+5 eff.) HP.reg +4.00 Cut- +20% Teleport- +20% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Psionic While equipped: dps ---------- Spell.crit +4% Crit.mult +15.00% Res.pen +25% blight +25% darkness +25% mind Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Resists +18% cold +13% mind +13% darkness ---------- misc Hate/m.crit +6.00 Max.hate +13.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +6 Wil dps ---------- Crit.mult +20.00% Mind.pwr +12 (+4 eff.) Acc +9 (+2 eff.) Apr +20 ----- def ----- Mind.save +11 (+4 eff.) Confus- +18% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +12 (+4 eff.) Confus- +24% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+3 eff.) Blind- +23% ---------- misc Infravis +4 See.Stealth +6 See.Invis +8 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun +9 Str dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +15% fire Melee Ret 11 temporal 9 physical ----- def ----- Resists +3% cold +30% fire Mind.save +12 (+4 eff.) Max.HP +40.00 Heal.mod +20% Stun/Frz- +30% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 10 wasting temporal Ranged+ 6 shadowflame Dmg.mod +13% light ----- def ----- Resists +26% light Phys.save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +12 Con dps ---------- Dmg.mod +12% arcane +12% fire Melee Ret 10 nature ----- def ----- Resists +18% nature Crit.chn- 18.00% Silence- +50% ---------- misc Mana/turn +0.40 See.Invis +28 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% arcane Phasing +30% Melee Ret 6 blight ----- def ----- Fatigue -10% Resists +20% light +9% cold Heal.mod +20% Confus- +20% ---------- misc Max.enc +40 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Str +8 Wil +15 Cun +10 Con dps ---------- Phys.pwr +15 (+3 eff.) Mind.pwr +15 (+5 eff.) Melee Ret 8 arcane ----- def ----- Resists +6% blight Crit.chn- 18.58% Silence- +46% ---------- misc Mana/turn +0.40 Rings make your fingers look great! |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+21 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 139 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane/Nature Power 45.0 - 54.0 Fire Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +17 Mag +20 Wil +17 Cun +6 Con dps ---------- Spell.crit +5% Spell.pwr +20 (+10 eff.) S.pwr/crit +9 Dmg.mod +30% fire ----- def ----- HP.reg +1.90 Heal.mod +22% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+10 eff.) Acc +20 (+5 eff.) Absorb energies. Uses 692 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Master Power 69.5 - 104.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +17.0% Phys.pwr +17 (+4 eff.) Massive two-handed mauls. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 57.0 - 79.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Acc +25 (+6 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Nature/Master Power 44.5 - 62.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +13 Con +15 Wil dps ---------- Res.pen +10% physical Acc +25 (+6 eff.) Apr +12 ----- def ----- Max.HP +96.00 Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Disrupt/Master Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% On Crit: * Deals 84 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) * Sunders the enemy's weapon for 5 turns. One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane/Master Power 52.0 - 72.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 25% chance to afflict the target with Wasting, causing 88 Temporal damage over 5 turns. While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +11% temporal One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 25% chance to afflict the target with Wasting, causing 88 Temporal damage over 5 turns. While equipped: dps ---------- Phys.crit +14.0% Crit.mult +19.00% Phys.pwr +8 (+2 eff.) Dmg.mod +15% temporal Apr +12 One-handed war axes. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +10% Mind.pwr +16 (+5 eff.) Dmg.mod +23% mind ----- def ----- Phys.save +5 (+1 eff.) Spell.save +8 (+4 eff.) Mind.save +5 (+2 eff.) ---------- misc Equi/ret +1.70 Psi/m.crit +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 40.0 - 60.0 Fire Uses 110% Str Mastery Saw-Gun Proficiency Acc+ +0.2% crit chance (max 25%) Apr +27 Crit +6.0% Atk.spd 100% Block +80 On Crit: * deal a melee attack against all other enemies in a circle around you Uses 1.0 Steam While equipped: Stats +8 Cun +10 Str ----- def ----- Armour +15 Defense +12 (+3 eff.) Fatigue +9% ---------- misc Talents +3 Block Masteries +0.30 Steamtech/Sawmaiming Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 55.5 - 83.2 Phys.bleed Uses 100% Str Mastery Saw-Gun Proficiency Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +110 Phasing +10% Against +18% Undead On Crit: * Strike your target with a blast of Light dealing 147 damage (based on Strength and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 36 for the duration. Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Con dps ---------- Phys.crit +17.0% Crit.mult +50.00% Phys.pwr +14 (+3 eff.) ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +5% arcane +3% temporal Phys.save +9 (+2 eff.) Spell.save +9 (+4 eff.) ---------- 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 T5 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Saw-Gun Proficiency Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +17 light +16 nature On Crit.r2 +16 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +12% fire Res.pen +20% mind +20% fire On Hit (Ranged): * 20% chance to reduce all saves and defense by 30 ----- def ----- Resists +6% mind +18% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Saw-Gun Proficiency Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Str +9 Dex +8 Mag +12 Wil +8 Cun +5 Con dps ---------- Phys.crit +10.0% Acc +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon [Ego] Nature/Steamtech Mastery Saw-Gun Proficiency Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Overgrowth 5 Uses 2.0 Steam While equipped: ----- def ----- HP.reg +1.60 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Mastery Saw-Gun Proficiency Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +800% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +1 Cun dps ---------- Phys.spd +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 shot ammo [Ego++] Master/Psionic Power 50.0 - 60.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +10.5% Capacity 24 Proj.spd +200% Ranged+ +20 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 196 physical damage While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Rare] Master Power 53.5 - 64.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 49 Proj.spd +246% On Crit.r2 +24 acid While equipped: ---------- misc Reload +8 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Master Power 53.5 - 64.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +17.0% Capacity 22 On Crit: * The target is poisoned and sick, doing nature damage per turn. Each time it tries to use a talent there is 20% chance of failure. Damage is based on Cunning. Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Dmg.mod +30% acid ----- def ----- Resists +45% acid +15% all Mind.save +27 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Dex +7 Mag +6 Con dps ---------- Crit.mult +15.00% ----- def ----- Armour +12 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold Spell.save +25 (+9 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Disrupt/Psionic While equipped: Stats +6 Cun ----- def ----- Armour +18 Defense +18 (+4 eff.) Fatigue +12% Resists +8% lightning +9% cold +6% fire +10% acid D.Red.from +9% Dragon Mind.save +21 (+7 eff.) A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Nature While equipped: dps ---------- Dmg.mod +25% nature +25% physical ----- def ----- Armour +20 Hardiness +10% Defense +15 (+4 eff.) Fatigue +10% Resists +25% fire +25% physical Blind- +50% ---------- misc Masteries +0.20 Wild-gift/Sand drake aspect +0.20 Wild-gift/Harmony Burrow: Level 6.5 Pwr.cost 14 out of 20/20. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Allows you to burrow into earthen walls for 8 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 31 of target armor and 15% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Tough but flexible scales of a huge sandwurm have been rivetted together to make this massive armour. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +31 Fatigue +22% Resists +23% temporal A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Disrupt/Master While equipped: Stats +9 Str ----- def ----- Armour +16 Fatigue +22% Resists +31% physical +18% darkness +19% nature D.Red.from +10% Animal ---------- misc Light +2 Track: Puts all charms on 21 cooldown Level 4.2 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Bearzerker Girdle Bearzerker Girdle1.0 T2 belt armor [Unique] Nature/Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Apr +9 ----- def ----- Armour +3 Mind.save +10 (+3 eff.) Max.HP +47.00 ---------- misc Stam/turn +2.00 Equi/turn -1.00 20% chance when taking damage to for Bearzerker to activate on its own. 30 Turn Cooldown, shared with manual activation of this talent. Bearzerker: (Instant) Level 2.8 Pwr.cost 21 out of 30/30. Range 10 Travel.spd instantaneous Description: Transform into a giant angry bear for 7 turns. The duration of this effect is extended by 1 every time you make a kill and has a 50% chance to be extended by 1 when taking damage. For the duration, increases Strength and Constitution by 12, Physical Resistance by 36.0%, Physical Save by 24.00, and you deal an additional 24.00 Physical and Bleed damage with melee attacks. These bonuses scale with your physical power. This old leather belt seems to be covered in a thin layer of fur. Small bears are etched along its length and a crude paw has been painted on the buckle. |
![]() 1.0 T5 belt armor [Ego++] Arcane/Nature While equipped: Stats +5 Con +8 Mag dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) ---------- misc Mana/turn +0.49 Max.mana +51.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego++] Arcane/Psionic While equipped: Stats +2 Dex dps ---------- Spell.crit +3% Dmg.mod +4% lightning +3% fire +4% arcane Res.pen +3% lightning +3% fire +4% arcane Melee Ret 4 lightning 4 fire 4 arcane ----- def ----- Defense +7 (+2 eff.) Proj.slow +10% 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++] Psionic While equipped: Stats +3 Dex +3 Wil +3 Cun dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Defense +14 (+3 eff.) Proj.slow +25% Allure: Level 2.5 Pwr.cost 21 out of 30/30. Range 10 Travel.spd instantaneous Description: Allure foes in a radius of 2.0, forcing them to attack you and muddling their minds, potentially numbing, blinding, exposing, confusing, or silencing them. The power of these effects is 27.0, based on Mindpower. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 14 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+7 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Level 4.5 Pwr.cost 21 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 12.83 blight damage and is poisoned for 51.30 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 37%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 29% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +5 Fatigue +4% Phys.save +10 (+2 eff.) Spell.save +11 (+5 eff.) Mind.save +13 (+4 eff.) ---------- misc Stam/turn +1.00 Max.stam +33.00 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 [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Con dps ---------- Res.pen +17% darkness +20% temporal ----- def ----- Armour +5 Fatigue +4% Resists +26% darkness +25% temporal Phys.save +14 (+3 eff.) Mind.save +24 (+8 eff.) Def/telep +25 Res/telep +18% Dur/telep +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun +1 Str dps ---------- Melee+ 8 fire Dmg.mod +6% fire Melee Ret 8 fire ----- def ----- Armour +2 Fatigue +3% Resists +9% light +10% fire ---------- misc Infravis +1 Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +10 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +25 (+6 eff.) Dmg.mod +6% mind +18% physical On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 15 ----- def ----- Defense +2 (+0 eff.) Resists +2% physical Die.at -80.00 life ---------- misc Talents +1 Willbreaker Willbreaker: Passive - Increase Mindpower by 6.12 per each enemy you can see in a radius of 2. The increase is based on your Willpower stat. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Arcane/Psionic While equipped: Stats +8 Mag +10 Cun +7 Con dps ---------- Dmg.mod +15% arcane ----- def ----- Defense +3 (+1 eff.) Mind.save +7 (+2 eff.) Arcane Eye: (Instant) Puts all charms on 7 cooldown Level 6.5 Pwr.cost 7 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +10% fire +3% mind +5% cold Phys.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Die.at -80.00 life Blind- +20% Stun/Frz- +20% 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 [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +10 Con ----- def ----- Armour +12 Defense +7 (+2 eff.) Fatigue +5% Resists +5% all Phys.save +13 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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 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 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: 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 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 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 28 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% nature +6% physical ----- def ----- Resists +3% nature ---------- misc Stam/turn +2.00 Max.stam +30.00 Light +4 Unleash a corrosive blast of acid, inflicting 219.26 Acid damage in radius 3 (based on Cunning). Creatures in the area may take 114.2 addional acid damage and have their armor reduced by 23.0 over 4 turns. Uses 14 power out of 30/30 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +10 (+2 eff.) Proj.slow +25% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +25 (+6 eff.) ---------- misc Light +7 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun ----- def ----- Mind.save +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 36] amazing fiery salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 53% cooldown modifier. Remove 3 magical effects and grants a fiery aura (36% fire, light and lightning affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 36] amazing frost salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 53% cooldown modifier. Remove 3 physical effects and grants a frost aura (36% cold, darkness and nature affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 521] amazing healing salve [power 521]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 53% cooldown modifier. Heal 521 Puts Talent Medical Injector on 11 cooldown Medical salve. |
amazing pain suppressor salve [power 456] amazing pain suppressor salve [power 456]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 53% cooldown modifier. Let you fight up to -456 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 7 cooldown Activation is instant. Medical salve. |
amazing regeneration salve [power 659] amazing regeneration salve [power 659]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 53% cooldown modifier. Heal 659 over 5 turns Puts Talent Medical Injector on 11 cooldown Medical salve. |
amazing water salve [power 36] amazing water salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 53% cooldown modifier. Remove 3 mental effects and grants a water aura (36% blight, mind and acid affinity). Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
![]() 3.0 T3 digger tool [Ego] Master While equipped: Stats +4 Str ----- def ----- Fatigue -6% 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: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 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. |
Rod of Dissipation (1/1) Rod of Dissipation (1/1)2.0 rod charm [Unique] Arcane Rune: Dissipation: Level 2.5 Pwr.cost 14 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. A golden-hued rod given to you by Linaniil, with an elaborate rune inscribed on it near the top end. In the vicinity of the rune, magic feels slightly unstable. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 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 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 219 for 5 turns Puts all charms on 24 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Str +1 Dex +1 Cun dps ---------- Melee Ret 6 temporal ---------- misc See.Invis +6 Harden the skin for 7 turns increasing armour by 38 and armour hardiness by 50% Puts all charms on 14 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 7 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +3 Str +12 Con dps ---------- Res.pen +15% temporal ----- def ----- Resists +6% light ---------- misc See.Invis +9 Heal yourself and all friendly characters within 10 spaces for 506 Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Q.U.I.C.K.
The final anomaly has been prevented and the timeline is secure.
The Keepers of Reality will take care of any remaining loose ends.
You have done all they could have hoped, and more.
You may continue playing and enjoy the rest of time.
Achievements
By Steamhopper the Skeleton Steam-Fu Master level 50
74th Quantumnal 1337th year of Ascendancy at 04:55 see stats
By Steamhopper the Skeleton Steam-Fu Master level 50
64th Quantumnal 1337th year of Ascendancy at 17:20 see stats
By Steamhopper the Skeleton Steam-Fu Master level 34
58th Quantumnal 1337th year of Ascendancy at 06:32 see stats
By Steamhopper the Skeleton Steam-Fu Master level 18
50th Quantumnal 1337th year of Ascendancy at 13:05 see stats
By Steamhopper the Skeleton Steam-Fu Master level 49
63rd Quantumnal 1337th year of Ascendancy at 06:29 see stats
By Steamhopper the Skeleton Steam-Fu Master level 50
66th Quantumnal 1337th year of Ascendancy at 01:34 see stats
By Steamhopper the Skeleton Steam-Fu Master level 10
44th Quantumnal 1337th year of Ascendancy at 17:15 see stats
By Steamhopper the Skeleton Steam-Fu Master level 20
50th Quantumnal 1337th year of Ascendancy at 18:20 see stats
By Steamhopper the Skeleton Steam-Fu Master level 30
56th Quantumnal 1337th year of Ascendancy at 02:09 see stats
By Steamhopper the Skeleton Steam-Fu Master level 40
60th Quantumnal 1337th year of Ascendancy at 00:47 see stats
By Steamhopper the Skeleton Steam-Fu Master level 50
63rd Quantumnal 1337th year of Ascendancy at 15:21 see stats
By Steamhopper the Skeleton Steam-Fu Master level 22
52nd Quantumnal 1337th year of Ascendancy at 01:13 see stats
By Steamhopper the Skeleton Steam-Fu Master level 50
64th Quantumnal 1337th year of Ascendancy at 02:29 see stats
By Steamhopper the Skeleton Steam-Fu Master level 29
55th Quantumnal 1337th year of Ascendancy at 14:00 see stats
By Steamhopper the Skeleton Steam-Fu Master level 50
70th Quantumnal 1337th year of Ascendancy at 09:00 see stats
By Steamhopper the Skeleton Steam-Fu Master level 31
56th Quantumnal 1337th year of Ascendancy at 21:54 see stats
By Steamhopper the Skeleton Steam-Fu Master level 32
58th Quantumnal 1337th year of Ascendancy at 01:58 see stats
Log
=====================
QUICK Campaign Zones
=====================
Norgos Lair
Scintillating Caves
The Maze
Daikara: Volcano
Dreadfell
Gorbat Pride
Vor Pride
Finale
=====================
QUICK Campaign Perks
=====================
1: Rune: Shatter Afflictions
2: Talents: Conversion/Resonance Field
3: Artifact: Bloodcaller
4: Sandqueen Heart: Corrupt
5: Rod of Dissipation
6: Finale: Increased Resistances
7: Rune: Stormshield
8: Alchemists: Elixir of Invulnerability