
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Sapper 1.7.4DescriptionThis addon adds the Sapper as a playable class. As it is a Tinker, it will require Embers of Rage DLC to work. Sappers use their knowledge of steam weaponry to build construct that will fight your foes and destroy the walls of their lair. They have 9 class trees, including 4 locked ones : - Trapping (locked) They have 6 generic trees : DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&t=50995 Creditshttp://game-icons.net/ for all the talent and effect icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.2.1 : 1.2.0 : 1.1.0 : 1.0.2 : 1.0.1 : 1.0.0 : release ! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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: Items Vault 1.7.6Donators/Buyers bonus! 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: Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Inferno Forger 1.6.7Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. 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.
Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum 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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Gunslinger |
Level / Exp | 23 / 20% |
Size | big |
Lifes / Deaths | Killed by elven cultist at level 14 on the 41st Haze 122nd year of Ascendancy at 15:24 0 / 6Killed by elven cultist at level 14 on the 41st Haze 122nd year of Ascendancy at 16:29 Killed by Bethytta the dire wolf at level 21 on the 5th Allure 123rd year of Ascendancy at 00:35 Killed by Ivyra the copperhead snake at level 21 on the 5th Allure 123rd year of Ascendancy at 07:04 Killed by Yvutta the black crystal at level 23 on the 75th Regrowth 123rd year of Ascendancy at 06:33 Killed by Adventurer with no name at level 23 on the 75th Regrowth 123rd year of Ascendancy at 06:38 |
Primary Stats
Strength | 52 (base 10) |
Dexterity | 68 (base 44) |
Constitution | 35 (base 16) |
Magic | 32 (base 28) |
Willpower | 18 (base 10) |
Cunning | 61 (base 48) |
Resources
Life | 572/572 |
Steam | 100/100 |
Healing Factor | 1.3785859665669 |
Regeneration | 19.503313581751 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 8 |
Infravision | 16 |
See Stealth | 22 |
See Invisible | 25 |
Offense: Mainhand
Damage | 65 |
Accuracy | 71 |
Crit Chance | 33% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 65 |
Accuracy | 71 |
Crit Chance | 33% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10.666666666667 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Mind | +6% |
All | 0% |
Physical | +27% |
Cold | +9% |
Nature | +6% |
Offense: Damage Penetration
Nature | +8% |
Defense: Base
Armour (hardiness) | 36.723073231957 (96.438666929426%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 30 |
Physical Save | 51 |
Spell Save | 25 |
Mental Save | 32 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 16%( 70%) |
Mind | + 13%( 70%) |
All | + 7%( 70%) |
Lightning | + 42%( 70%) |
Light | + 16%( 70%) |
Temporal | + 13%( 70%) |
Physical | + 43%( 70%) |
Darkness | + 34%( 70%) |
Fire | + 22%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 23% |
Silence Resistance | 43% |
Bleed Resistance | 100% |
Pinning Resistance | 38% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.7 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 135% efficiency and cooldown mod of 89%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 91%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Effects
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 grave | active |
You failed to protect the repented thief from death by Bethywe the giant fire ant. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Wolfmire. Escort: repented thief (level 3 of Wolfmire)As a reward you improved Cunning by +5. | 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 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed giant spider spinneret. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 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 within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T2 feet armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Armour +4 Fatigue +5% Pinning- -10% Stun/Frz- +20% Knockbk- +20% ---------- misc Masteries +0.20 Chronomancy/Gravity These boots warp gravity around them, making them exceptionally sturdy. |
Quiver | ![]() 3.0 T5 shot ammo [Ego+] Master Power 60.0 - 72.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +15.0% Capacity 22 On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +1 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Armour +2 Defense +8 (+3 eff.) Resists +3% darkness Phys.save +13 (+5 eff.) Spell.save +13 (+6 eff.) Mind.save +14 (+7 eff.) Die.at -80.00 life Silence- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Armour +3 Fatigue +3% Resists +15% acid +5% arcane +9% darkness Phys.save +27 (+9 eff.) ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A hat made of leather. Very stylish. |
On hands | ![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +1 Resists +6% acid +2% physical +6% mind Phys.save +3 (+1 eff.) Max.HP +40.00 Disease- +10% Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +6.0% Atk.spd 100% 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 ----- def ----- Resists +15% lightning +1% physical +5% arcane +9% acid Cut- +10% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +11% physical ----- def ----- Resists +3% light +11% physical ---------- misc Light +3 Infravis +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +2 Str +4 Mag +2 Wil +3 Cun dps ---------- Spell.pwr +8 (+1 eff.) ----- def ----- Die.at -20.00 life Blind- +23% Silence- +23% ---------- misc Stam/turn +2.00 Mana/turn +0.13 Infravis +4 See.Stealth +7 See.Invis +10 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Disrupt While equipped: Stats +5 Wil dps ---------- Mind.crit +1% Dmg.mod +3% darkness +6% mind ----- def ----- Resists +10% blight +7% physical +13% nature Poison- +24% Disease- +24% ---------- misc Stam/turn +0.40 Max.hate +4.00 Amulets make your neck look great! |
In main hand | ![]() 4.0 T3 steamgun 1H weapon [Random Unique] Disrupt/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +21 Crit +12.0% Atk.spd 100% Range +8 Proj.spd +800% Ranged+ +11 nature On Crit: * silences the target Uses 2.0 Steam While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +6% physical Res.pen +8% nature Acc +26 (+7 eff.) ---------- misc Max.stam +30.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold ----- def ----- Resists +5% lightning +6% temporal +6% light Phys.save +12 (+4 eff.) Poison- +10% ---------- misc Max.stam +10.00 A belt that goes around your waist. |
In off hand | ![]() 4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +21 Crit +16.0% Atk.spd 100% Dmg.mult 130% Range +5 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +1 Wil ----- def ----- Armour +9 Fatigue +22% Resists +17% lightning +5% physical +17% darkness +14% blight Phys.save +10 (+4 eff.) Mind.save +3 (+1 eff.) HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% ---------- misc Light +1 A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 63 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. 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 6 Cooldown 18 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 153 arcane damage and inflicts Spellshocked for 5 turns. 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 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 223 damage for 4 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 [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 316 damage for 4 turns. 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 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Crit.mult +15.00% Acc +5 (+1 eff.) ----- def ----- Defense +20 (+7 eff.) Max.HP +27.00 Disarm- +26% Pinning- +26% Knockbk- +25% ---------- misc Infravis +3 Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Master Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +7 (+2 eff.) Apr +7 Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Master Power 25.0 - 37.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Phasing +10% While equipped: Stats +3 Dex dps ---------- Acc +9 (+2 eff.) Apr +2 On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Defense +9 (+3 eff.) Resists +6% mind Phys.save +6 (+2 eff.) Disarm- +31% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Psionic Power 38.5 - 61.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 darkness Against +7% Living Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Disrupt/Master Power 45.5 - 72.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 17 arcane resource burn Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Master Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +9 (+2 eff.) Apr +13 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Master Power 46.5 - 74.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +10% physical ----- def ----- Disarm- +14% Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Ego] Nature Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 nature Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego] Psionic Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 darkness Against +5% Living Sharp, long, and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +4 darkness On Hit: 20% Curse of Death 3 While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +9% light Res.pen +8% all Acc +5 (+1 eff.) Apr +5 ----- def ----- Resists +6% light One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 5 On Hit: 20% Curse of Impotence 5 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 6 * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +3% mind +14% fire Res.pen +29% fire ----- def ----- Resists +6% lightning Disease- +34% Cut- +20% Silence- +20% One-handed war axes. |
![]() 3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit.r1 +12 mind On Hit: * 20 arcane resource burn While equipped: dps ---------- Mind.crit +1% Crit.mult +20.00% Mind.pwr +5 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Resists +3% nature Mind.save +6 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 16 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 10.0 - 11.0 Nature Uses 50% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +8.5% Atk.spd 100% On Hit: * 5% chance to slow global speed by 47% * 10% chance to reduce armor by 16% While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Spell.save +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown 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. |
![]() 4.0 T3 longbow 2H weapon [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +11% all Acc +12 (+3 eff.) Apr +9 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
![]() 3.0 T3 arrow ammo [Ego] Nature/Psionic Power 33.0 - 46.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 21 Rld cld 6 Ranged+ +15 mind +8 nature On Hit: * 18% chance to reduce all saves and defense by 21 Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +10% blight +17% cold +12% nature Max.HP +31.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +11% all +10% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +12% cold On Melee Ret: * 5% chance to slow global speed by 47% * 3 arcane resource burn ----- def ----- Resists +13% all +18% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+6 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 39.90 to 119.70 lightning damage (79.80 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T3 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +12% nature +13% blight Max.HP +32.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +18% lightning HP.reg +2.10 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +10% nature +12% blight Max.HP +22.00 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +18 Defense +3 (+1 eff.) Fatigue +12% Resists +18% fire A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +7% fire +5% cold ---------- misc Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 16 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 49 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
![]() 2.0 T1 head armor [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +3 Wil +2 Cun dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +10% blight ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... It was corrupted by the digestive sack. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +2 (+1 eff.) Dmg.mod +12% darkness +12% mind ----- def ----- Defense +2 (+1 eff.) Resists +7% cold +18% darkness +8% fire ---------- misc Psi/turn +0.13 Hate/m.crit +2.00 Max.hate +6.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +1% physical +9% darkness +9% cold Confus- +20% Pinning- +10% Teleport- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 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 T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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. |
powerful frost salve [power 21] powerful frost salve [power 21]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 137% efficiency and 91% cooldown modifier. Remove 2 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 179] simple healing salve [power 179]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 137% efficiency and 91% cooldown modifier. Heal 179 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent pain suppressor salve [power 201] potent pain suppressor salve [power 201]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 137% efficiency and 91% cooldown modifier. Let you fight up to -201 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Achievements
By Adventurer with no name the Skeleton Gunslinger level 12
8th Haze 122nd year of Ascendancy at 04:40 see stats
By Adventurer with no name the Skeleton Gunslinger level 20
4th Allure 123rd year of Ascendancy at 13:42 see stats
By Adventurer with no name the Skeleton Gunslinger level 10
1st Time of Equilibrium 122nd year of Ascendancy at 08:15 see stats
By Adventurer with no name the Skeleton Gunslinger level 20
3rd Decay 122nd year of Ascendancy at 15:01 see stats
By Adventurer with no name the Skeleton Gunslinger level 22
60th Regrowth 123rd year of Ascendancy at 05:55 see stats
By Adventurer with no name the Skeleton Gunslinger level 22
74th Regrowth 123rd year of Ascendancy at 13:39 see stats
By Adventurer with no name the Skeleton Gunslinger level 9
79th Dusk 122nd year of Ascendancy at 14:58 see stats
By Adventurer with no name the Skeleton Gunslinger level 12
15th Haze 122nd year of Ascendancy at 10:59 see stats
By Adventurer with no name the Skeleton Gunslinger level 14
30th Haze 122nd year of Ascendancy at 14:52 see stats
By Adventurer with no name the Skeleton Gunslinger level 23
75th Regrowth 123rd year of Ascendancy at 06:38 see stats
Log
Talent Bone Armour is ready to use.
Yvutta the black crystal casts Searing Light.
Yvutta the black crystal's spell attains critical power!
Yvutta the black crystal hits Adventurer with no name for (21 flat reduction), 146 light (146 total damage).
Yvutta the black crystal's light area effect hits Adventurer with no name for (21 flat reduction), 68 light (68 total damage).
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Yvutta the black crystal casts Blight Bolt.
Yvutta the black crystal's spell attains critical power!
Yvutta the black crystal's light area effect hits Adventurer with no name for (21 flat reduction), 68 light (68 total damage).
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Yvutta the black crystal's light area effect hits Adventurer with no name for (21 flat reduction), 68 light (68 total damage).
LOW HEALTH WARNING!
Yvutta the black crystal's Blight Bolt hits Adventurer with no name for (21 flat reduction), 182 blight (182 total damage).
Yvutta the black crystal casts Moonlight Ray.
Yvutta the black crystal hits Adventurer with no name for (21 flat reduction), 105 darkness (105 total damage).
Adventurer with no name the level 23 skeleton gunslinger was darkened to death by Yvutta the black crystal on level 2 of Old Forest.
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Keyboard input temporarily disabled.
Adventurer with no name deactivates his cloak's restoration systems.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Yvutta the black crystal killed Adventurer with no name!
Saving game...
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Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!