

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Player AIoo 1.7.6This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Psyshot |
Level / Exp | 25 / 94% |
Size | medium |
Lifes / Deaths | Killed by Bethelle the sandworm at level 25 on the 13rd Haze 122nd year of Ascendancy at 04:48 / 2Killed by at level 25 on the 13rd Haze 122nd year of Ascendancy at 05:32 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 83 (base 55) |
Constitution | 19 (base 10) |
Magic | 18 (base 10) |
Willpower | 33 (base 18) |
Cunning | 80 (base 41) |
Resources
Life | -484/630 |
Psi | 124/149 |
Steam | 106/106 |
Healing Factor | 1.3891723257556 |
Regeneration | 3.1256377329501 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 47 |
Accuracy | 70 |
Crit Chance | 26% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | 15 |
Accuracy | 56 |
Crit Chance | 24% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Acid | +14% |
Fire | +10% |
Physical | +7% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Lightning | +10% |
Light | +30% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 19 (53.292302510663%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 24 |
Mental Save | 45 |
Defense: Resistances
Acid | + 27%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 36%( 70%) |
All | + 7%( 70%) |
Lightning | + 29%( 70%) |
Physical | + 18%( 70%) |
Darkness | + 24%( 70%) |
Mind | + 26%( 70%) |
Fire | + 45%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Disarm Resistance | 80% |
Instadeath Resistance | 100% |
Knockback Resistance | 55% |
Pinning Resistance | 35% |
Silence Resistance | 30% |
Poison Resistance | 20% |
Blind Resistance | 10% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.7 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.4 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Dexterity stat. |
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 138% efficiency and cooldown mod of 94%. Its effects scale with your Willpower stat. |
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 104% efficiency and cooldown mod of 58%. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Psionic fog | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Gletira the black mamba. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed vial of wight ectoplasm. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed hummerhorn wing. * You've found the needed green worm. | 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 |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Con +1 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +1 Resistance +6% nature Physical save +9 (+3 eff.) Unlife -40.00 life Life Regen +2.00 Healmod +11% Poison Resist +20% Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T3 shot ammo [Ego++] Arcane/Psionic Weapon Damage 31.5 - 37.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 21 On-ranged-hit +12 physical On Hit: 20% Curse of Impotence level 3 On Hit: * 20% chance to knock the target back 3 spaces and deal 170 physical damage While equipped: other ------- Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Cun +4 Con defense ------ Crit Resistance 10.00% Life +41.00 other ------- Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Dex +4 Mag +7 Wil +2 Cun offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +1 Fatigue +1% Silence Resist +30% other ------- See Invisibility +6 A hat made of leather. Very stylish. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 10 fire Damage +5% fire Ignore resists +5% physical defense ------ Armor +6 Resistance +13% fire Healmod +20% Blind Resist +10% Disarm Resist +80% Pinning Resist +20% other ------- Talents +3 Iron Grip Unarmed combat: Weapon Damage 15.5 - 17.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +9 fire On Hit: 10% Fire Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: defense ------ Armor +6 Mind save +3 (+1 eff.) Life +40.00 Blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. 100% to reduce 1 talent cooldowns by 2. 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex offense ------ Critical power +20.00% Ignore resists +10% mind +10% light Accuracy +8 (+2 eff.) defense ------ Mind save +8 (+2 eff.) other ------- Psi when Hit +0.08 Light +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Cun +6 Dex offense ------ Accuracy +6 (+1 eff.) defense ------ Resistance +10% acid +12% fire +12% lightning +11% cold Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun offense ------ Ignore resists +20% light defense ------ Resistance +6% fire +5% arcane +6% darkness Crit Resistance 15.00% Life +80.00 Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T3 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +6 acid +8 blight On-Hit, radius 1 +80 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +4 Dex +3 Wil +3 Cun offense ------ Mind Crit +1% Steampower +7 (+2 eff.) Damage +8% acid other ------- Hate-on-crit +2.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +5 Defense +8 (+3 eff.) Fatigue -10% Slow Projectiles +15% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
In off hand | ![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +0 20% chance of physical repulsion On-crit, radius 2 +16 darkness +16 lightning On Hit: * 20% chance to reduce damage dealt by 22% * splashes acid on your target dealing 75 damage and reducing their armor While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Ignore resists +10% lightning When Hit 6 lightning 4 darkness defense ------ Resistance +9% mind +12% lightning Mind save +4 (+1 eff.) other ------- Psi/turn +0.50 Max psi +26.00 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. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Cun +2 Dex offense ------ Accuracy +18 (+4 eff.) Ignore Armor +4 defense ------ Defense +2 (+1 eff.) Fatigue -4% Resistance +10% nature +10% cold Life +43.00 other ------- Max stamina +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con offense ------ Damage +6% acid +7% physical +5% fire +6% cold defense ------ Resistance +11% acid +12% physical +12% darkness +10% fire +10% cold +11% mind +7% all Physical save +11 (+3 eff.) Spell save +11 (+5 eff.) Mind save +21 (+7 eff.) other ------- Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 141% efficiency and cooldown mod of 62%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 29 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.1 steam per turn. Can be activated for an instant burst of 26 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 204 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +5 Wil +2 Con offense ------ Ignore resists +20% light defense ------ Resistance +6% lightning +2% physical Unlife -80.00 life Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Con defense ------ Resistance +14% nature +16% blight Poison Resist +20% Disease Resist +34% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +8 (+4 eff.) When Hit 2 physical defense ------ Armor +8 Resistance +6% mind Crit Resistance 5.00% Silence Resist +10% Stun Resist +20% other ------- Stamina/turn +3.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+1 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Rare] Disrupt Weapon Damage 22.5 - 33.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +16 nature On-Hit, radius 1 +8 nature On-crit, radius 2 +12 nature While equipped: Stats +4 Wil offense ------ Damage +9% acid Ignore resists +10% nature +15% acid defense ------ Resistance +13% acid +13% lightning +13% cold +16% fire +6% all Spell save +10 (+5 eff.) Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego] Nature Weapon Damage 29.5 - 44.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +9 nature Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego++] Master Weapon Damage 28.0 - 42.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +14.0% Ignore resists +9% physical Accuracy +12 (+3 eff.) Ignore Armor +10 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Rare] Nature Weapon Damage 36.0 - 57.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +20 mind +16 cold On-crit, radius 2 +35 acid +34 nature While equipped: Stats +2 Str +5 Con offense ------ Ignore resists +10% acid +19% nature Ignore Armor +13 defense ------ Crit Resistance 15.00% other ------- Infravision +3 Massive two-handed swords. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Psionic Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +0 20% chance of physical repulsion While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 2.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 24 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 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature Weapon Damage 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +0 20% chance of physical repulsion On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 5 lightning 7 physical 6 cold 7 acid 7 fire Damage +9% temporal defense ------ Resistance +9% lightning +6% physical +4% fire +7% cold +8% acid Crit Resistance 10.00% Physical save +3 (+1 eff.) Spell save +4 (+2 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +1.10 Light +1 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 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +8 lightning On-Hit, radius 1 +8 light +0 20% chance of physical repulsion While equipped: Stats +4 Str +8 Wil +2 Cun offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 9 physical Damage +8% physical Ignore resists +8% physical defense ------ Resistance +6% physical other ------- 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 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +6% acid +6% fire +7% cold +7% physical Ignore resists +4% acid +3% fire +4% cold +4% physical defense ------ Life +14.00 Life Regen +0.70 Heal-on-summon +20 other ------- Max Summons +2 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 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Str +2 Dex +1 Mag +2 Wil +2 Cun +1 Con offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 6 lightning 5 mind 7 darkness Damage +6% lightning +2% mind +3% darkness Ignore resists +9% lightning defense ------ Resistance +5% lightning other ------- 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 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- 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 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Physical save +3 (+1 eff.) Spell save +2 (+1 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.80 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. |
![]() 4.0 Encumbrance T2 sling 1H weapon [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +12 lightning On-Hit, radius 1 +8 mind On-crit, radius 2 +16 lightning While equipped: Stats +1 Dex offense ------ Ignore resists +10% acid +15% lightning When Hit 4 mind Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T2 sling 1H weapon [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-Hit, radius 1 +4 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 11 While equipped: Stats +2 Str offense ------ Physical Power +7 (+3 eff.) defense ------ Armor +2 Resistance +12% nature +6% fire Crit Resistance 10.00% Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T2 sling 1H weapon [Ego++] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 Projectile Speed +200% While equipped: Stats +7 Wil +2 Cun +5 Con offense ------ Combat Speed +10% defense ------ Life +15.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 130% Range +5 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: offense ------ On-Ranged-Hit 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!" |
![]() 4.0 Encumbrance T3 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +800% On-ranged-hit +4 fire On Hit: * 20% chance to slow global speed by 54% Uses 2.0 Steam While equipped: Stats +2 Str +7 Wil +1 Cun +6 Con offense ------ Physical Power +6 (+3 eff.) Combat Speed +10% Damage +6% fire defense ------ Resistance +3% nature Life +19.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +4 blight Uses 2.0 Steam While equipped: Stats +6 Str +9 Dex +4 Mag +5 Wil +6 Cun +4 Con defense ------ Crit Resistance 10.00% other ------- Infravision +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T1 steamgun 1H weapon [Normal] Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Ego] Master/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +2.0% Accuracy +6 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+6 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+2 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 2.5 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 8.57 cold damage and 8.65 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Normal] Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+2 eff.) When Hit 4 arcane defense ------ Resistance +3% lightning +9% cold +3% mind Mind save +6 (+2 eff.) Life +60.00 Healmod +5% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Dex defense ------ Resistance +3% acid +3% light +6% darkness Life +33.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Crit +3.0% Critical power +10.00% Physical Power +15 (+7 eff.) defense ------ Armor +2 Defense +1 (+1 eff.) Resistance +0% lightning +0% cold +0% nature Physical save +3 (+1 eff.) Life +31.00 other ------- Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Mind Crit +1% defense ------ Defense +7 (+3 eff.) Resistance +0% lightning Physical save +5 (+1 eff.) other ------- EQ when Hit +0.04 Psi when Hit +0.04 Max hate +4.00 Max psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 45.08 to 56.35 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +10 (+6 eff.) Damage +5% all defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +7 Dex +3 Wil +3 Cun offense ------ Damage +9% temporal When Hit 4 temporal defense ------ Armor +4 Defense +13 (+5 eff.) Fatigue +3% Resistance +9% lightning Physical save +8 (+2 eff.) Spell save +10 (+5 eff.) Mind save +7 (+2 eff.) Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 5.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 51 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str offense ------ Critical power +10.00% Physical Power +5 (+2 eff.) Damage +6% physical defense ------ Armor +1 Fatigue -4% Physical save +6 (+2 eff.) other ------- Encumbrance +21 Vim-on-crit +2.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +5 (+1 eff.) other ------- Encumbrance +25 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Master While equipped: offense ------ Ignore resists +10% darkness On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Armor +4 Resistance +12% lightning +5% arcane Mind save +7 (+2 eff.) Life +40.00 Unarmed combat: Weapon Damage 11.0 - 12.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +3 Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Battle Shout level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +10 (+2 eff.) defense ------ Armor +1 Unarmed combat: Weapon Damage 7.5 - 8.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 2.5 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 53.99 to 161.98 lightning damage (107.99 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Damage +10% mind +18% lightning Ignore resists +10% lightning +5% fire +10% light defense ------ Defense +2 (+1 eff.) Resistance +10% mind +24% fire A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +2 Mag +3 Wil defense ------ Armor +4 Fatigue +4% Resistance +9% blight Physical save +14 (+4 eff.) Mind save +15 (+5 eff.) other ------- EQ when Hit +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +5 Str +4 Dex defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 33.6 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +3% acid On-Hit (Melee): * 10% chance to reduce armor by 21% defense ------ Armor +1 Fatigue +1% Resistance +12% cold Healmod +5% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil +1 Cun offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 27 defense ------ Armor +1 Fatigue +1% other ------- Hate-on-crit +3.00 A hat made of leather. Very stylish. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +16 Fatigue +16% Physical save +7 (+2 eff.) Mind save +13 (+4 eff.) A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil offense ------ On shield block: * Deals 146 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +9 Fatigue +8% Resistance +13% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance 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 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 218/400 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. |
powerful pain suppressor salve [power 205] powerful pain suppressor salve [power 205]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -205 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 146] simple healing salve [power 146]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 146 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T2 shot ammo [Ego+] Arcane/Master Weapon Damage 26.0 - 31.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +10.5% Capacity 21 On-ranged-hit +8 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 11 On Critical: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 14 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T1 shot ammo [Rare] Master Weapon Damage 16.5 - 19.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +1 Critical Rate +4.0% Capacity 17 Projectile Speed +200% On-ranged-hit +4 blight On-crit, radius 2 +16 lightning While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T1 shot ammo [Ego] Nature Weapon Damage 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 19 On-ranged-hit +6 nature Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 200 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 107 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 230 physical damage Puts all charms on 15 turn cooldown 100% to heal for 56. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun defense ------ Mind save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Achievements
By the Cornac Psyshot level 18
23rd Dusk 122nd year of Ascendancy at 09:41 see stats
By the Cornac Psyshot level 23
69th Dusk 122nd year of Ascendancy at 09:26 see stats
By the Cornac Psyshot level 10
3rd Mirth 122nd year of Ascendancy at 08:24 see stats
By the Cornac Psyshot level 20
38th Dusk 122nd year of Ascendancy at 19:10 see stats
By the Cornac Psyshot level 25
4th Haze 122nd year of Ascendancy at 01:20 see stats
By the Cornac Psyshot level 20
40th Dusk 122nd year of Ascendancy at 23:33 see stats
By the Cornac Psyshot level 10
3rd Mirth 122nd year of Ascendancy at 23:03 see stats
By the Cornac Psyshot level 10
5th Mirth 122nd year of Ascendancy at 18:58 see stats
By the Cornac Psyshot level 25
3rd Haze 122nd year of Ascendancy at 17:43 see stats
By the Cornac Psyshot level 17
16th Dusk 122nd year of Ascendancy at 03:29 see stats
By the Cornac Psyshot level 25
13rd Haze 122nd year of Ascendancy at 04:48 see stats
Log
Your shield crumbles under the damage!
The psionic shield around crumbles.
hits for (67 absorbed) damage.
Talent Implant: Steam Generator is ready to use.
Talent Psionic Mirror is ready to use.
Talent Mechanical Arms is ready to use.
is recovering from the damage!
Talent Mind Injection is ready to use.
Talent Supercharge Tinkers is ready to use.
receives 154 healing.
's supercharge is fading.
Talent Implant: Medical Injector is ready to use.
Talent Improved Gestalt is ready to use.
uses a pain suppressor salve.
activates Mechanical Arms.
A psionic shield forms around .
Your shield crumbles under the damage!
The psionic shield around crumbles.
hits for (69 absorbed) damage.
uses Dig.
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
the level 25 cornac psyshot suffocated to death on level 1 of Sandworm lair.
Space restabilizes around you.