














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Steam-Chemist 1.5.5Adds a new class, the Steam-Chemist (A tinker who picked up alchemy) also attempts to revise alchemist with some quality of life and balance changes. Steamchemists: One new talent tree : Shrapnel In addition, they have access to many steam categories. Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system. Idea is to make mana the limiting factor of alchemists, 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: 0.9.10: 0.7.1 0.7.0 - Overall : -To make throw bomb's damage scaling smoother gems now give these bonusese to damage of throw bomb per tier : + 20%, +35%, +50%, +65%, +70%, with bomb Gems such as diamonds which gave a +% modifier now have that added directly to their power : Totally revised Explosion Expert, based largely on Minmay's version of the spell Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Harbinger 1.5.5 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Online Indicator 1.1.0An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Slightly More Adventurous 1.1.0Allows 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. Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Playable Naloren Race 1.4.8Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Angelus Errare 1.4.6Increases the chance for special farportal events after winning the game. Eases access to the eidolon plane for roguelike winners. Stop Hitting Yourself! 1.5.0Gives you a chance of dodging your own arrows or sling shots based on your Danger Sense talent level. Useful for archery-using characters (other than Archers, who are already protected by Shoot Down) against monsters that can pull you to themselves and into the path of your own in-transit missile. 50 by the Sanctum 1.1.0Auto-levels your character as you ascend High Peak (similarly to the Escape from Reknor Dwarf start zone), up to level 50 at the top of High Peak. Frequently Asked Questions: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Nur Kit 1.4.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Auto-Transmo Gems 1.1.0Adds 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. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Sholtar |
Class | Steamchemist |
Level / Exp | 51 / 39% |
Size | big |
Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 10:01 / 6Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 11:01 Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 12:07 Killed by Xyriawyn the copperhead snake at level 9 on the 7th Mirth 122nd year of Ascendancy at 11:39 Killed by Yvirianor the large white snake at level 10 on the 8th Mirth 122nd year of Ascendancy at 01:08 Killed by brun brun mwuahaha's Inner Demon at level 36 on the 63rd Dusk 122nd year of Ascendancy at 03:43 |
Primary Stats
Strength | 74 (base 19) |
Dexterity | 76 (base 32) |
Constitution | 102 (base 61) |
Magic | 101 (base 61) |
Willpower | 96 (base 61) |
Cunning | 125 (base 61) |
Resources
Life | 1378/1378 |
Mana | 604/665 |
Psi | 166/166 |
Steam | 90/90 |
Healing Factor | 1.9173529411765 |
Regeneration | 11.983455882353 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 8 |
Infravision | 12 |
See Stealth | 84.995507004151 |
See Invisible | 80.995507004151 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 336 |
Accuracy | 65 |
Crit Chance | 64% |
APR | 48 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 81% |
Speed | 1 |
Offense: Mind
Mindpower | 62 |
Crit Chance | 58% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +21% |
Cold | +33% |
All | +18% |
Lightning | +24% |
Physical | +91% |
Darkness | +29% |
Mind | +23% |
Fire | +132% |
Nature | +45% |
Offense: Damage Penetration
Fire | +108% |
All | +10% |
Physical | +49% |
Mind | +20% |
Nature | +35% |
Defense: Base
Armour (hardiness) | 32 (30%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 6 |
Physical Save | 63 |
Spell Save | 54 |
Mental Save | 65 |
Defense: Resistances
Acid | + 53%( 70%) |
Blight | + 35%( 70%) |
Arcane | + 19%( 70%) |
Mind | + 25%( 70%) |
All | + 15%( 70%) |
Lightning | + 70%( 70%) |
Light | + 27%( 70%) |
Physical | + 39%( 70%) |
Cold | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Teleport Resistance | 100% |
Confusion Resistance | 10% |
Pinning Resistance | 100% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.4 steam per turn. Can be activated for an instant burst of 92 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 188% efficiency and cooldown mod of 67%. Its effects scale with your Constitution 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 178% efficiency and cooldown mod of 63%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.2 steam per turn. Can be activated for an instant burst of 81 steam. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 605 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Fire alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Shrapnel | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Sholtar | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.40 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 0.90 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Flame Infusion |
talent | Chant of Fortitude |
talent | Charged Aura |
talent | Shrapnel Infusion |
talent | Kinetic Shield |
talent | Furnace |
talent | Beyond the Flesh |
talent | Automated Cloak Tessellation |
talent | Melting Point |
talent | Premonition |
talent | Agile Gunner |
talent | Embedded Restoration Systems |
detrimental effect | On death will restore to the source up to 5 times the vim's worth. Bleak Outcome |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Xanitta the skeleton assassin. Escort: lost anorithil (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by carrion worm mass. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Cunning by +2. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed hummerhorn wing. * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed pouch of bone giant dust. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed storm wyrm claw. * You've found the needed mummified bone. 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 giant spider spinneret. * You've found the needed minotaur nose. * You've found the needed pouch of faeros ash. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within17 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Quiver | ![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Dmg.mod +6% lightning +9% fire +11% darkness Res.pen +10% all Apr +15 Melee Ret 16 fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning +9% fire +14% light Affinity +5% darkness Mind.save +16 (+4 eff.) ---------- misc Light +6 Infravis +4 See.Stealth +18 See.Invis +14 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 212.10 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +15 Str +9 Dex +4 Wil +4 Cun dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +15% nature +3% arcane Res.pen +25% nature Melee Ret 4 nature ----- def ----- Armour +5 Fatigue +4% Resists +5% arcane Silence- +0% ---------- misc Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Light +1 Masteries +0.20 Wild-gift/Blizzard A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Tool | ![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Cun +5 Mag dps ---------- Melee Ret 4 mind ----- def ----- Defense +7 (+3 eff.) Resists +6% mind Phys.save +8 (+2 eff.) Spell.save +16 (+6 eff.) Mind.save +7 (+2 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +3 Con dps ---------- Crit.mult +10.00% Dmg.mod +10% fire Acc +8 (+2 eff.) ----- def ----- Resists +20% fire Spell.save +12 (+4 eff.) ---------- misc Max.stam +11.00 Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +4 Cun +11 Con dps ---------- Mov.spd +10% On Hit (Melee): * Slows global speed by 30% ----- def ----- Fatigue -5% Resists +3% blight HP.reg +0.50 ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
In main hand | ![]() 5.0 T5 steamstaff 2H weapon [Unique] Arcane/Steamtech Power 50.0 - 60.0 Physical Uses 125% Mag, 130% Cun Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +9 Cun +10 Mag dps ---------- Spell.crit +15% Steampwr +40 (+7 eff.) Spell.pwr +20 (+5 eff.) Dmg.mod +40% fire Res.pen +30% fire ---------- misc Cooldown Throw Bomb -1 Explosive Steam Engine -5 A plain looking ceremonial rod. Or it would be, if it hadn't obviously been used to put out (and start) many fires |
On hands | ![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +8 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +15 Disarm- +50% ---------- misc Talents +5 Fatal Attractor Unarmed combat: Power 36.0 - 50.4 Physical Uses 24% Wil, 64% Cun Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 83% Attackspeed is 100% for non-Brawlers! Gauntlets. But with steam power! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% ---------- misc Stam/turn +0.50 Mana/turn +0.50 Psi/turn +0.50 A belt rumoured to have been worn by the Conclave healers. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +10 Mag +9 Wil +3 Con dps ---------- Spell.crit +12% Dmg.mod +12% nature Melee Ret 4 mind ----- def ----- Defense +3 (+1 eff.) Resists +6% mind +30% lightning Stun/Frz- +50% 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 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical Phys.save +10 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 135.20 to 169.01 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. |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 108% efficiency and cooldown mod of 81%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 125% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 117% efficiency and cooldown mod of 70%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 128% efficiency and cooldown mod of 70%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 144% efficiency and cooldown mod of 71%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 211% efficiency and cooldown mod of 69%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 226% efficiency and cooldown mod of 78%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 238% efficiency and cooldown mod of 75%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.9 steam per turn. Can be activated for an instant burst of 54 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.6 steam per turn. Can be activated for an instant burst of 43 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.2 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.5 steam per turn. Can be activated for an instant burst of 73 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.6 steam per turn. Can be activated for an instant burst of 73 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 290 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 20% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 11 turns. While Heroism is active, you will only die when reaching -360 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 48%, your defense is increased by 48 and all your resistances by 48%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 630.12 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 14) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 177.98 to 533.94 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 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 T3 amulet jewelry [Ego+] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +9 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) Confus- +14% Amulets can have magical properties. |
![]() 0.1 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 T2 ring jewelry [Random Unique] Master While equipped: Stats +2 Str dps ---------- Mind.pwr +10 (+3 eff.) Acc +8 (+2 eff.) Apr +8 ----- def ----- Armour +4 Defense +7 (+3 eff.) HP.reg +1.50 Stun/Frz- +22% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +5 (+1 eff.) Dmg.mod +12% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +12 mind While equipped: dps ---------- Spell.crit +14% Spell.pwr +8 (+2 eff.) Dmg.mod +18% fire Melee Ret 4 arcane ---------- misc Mana/turn +0.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +13 (+3 eff.) Melee+ 7% confusion Dmg.mod +15% cold Phasing +20% ----- def ----- Defense +15 (+5 eff.) ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 106.45 to 127.74 cold damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Spell.crit +4% Crit.mult +13.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +16 (+4 eff.) Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 9) dealing 124.24 to 149.09 lightning damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +16 fire While equipped: Stats +12 Con dps ---------- Spell.crit +5% Spell.pwr +34 (+8 eff.) Dmg.mod +30% darkness On Hit (Melee): * 17% chance to blind ----- def ----- Defense +12 (+4 eff.) Resists +6% acid +6% fire +9% cold HP.reg +3.80 Heal.mod +48% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 86.61 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +4 light While equipped: Stats +10 Mag +7 Cun +5 Con dps ---------- Phys.crit +10.0% Spell.crit +5% Crit.mult +40.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% physical Melee Ret 8 light ----- def ----- Armour +10 Defense +9 (+3 eff.) Resists +12% light Mind.save +9 (+2 eff.) ---------- misc Equi/ret +0.08 Vim/s.crit +6.00 Max.vim +38.00 Max.N.En +50.00 Wards +3 physical Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +8 light While equipped: dps ---------- Phys.crit +10.0% Spell.crit +8% Crit.mult +46.00% Phys.pwr +14 (+4 eff.) Spell.pwr +34 (+8 eff.) S.pwr/crit +8 Melee+ 31 fire Dmg.mod +30% cold Acc +15 (+4 eff.) ----- def ----- Resists +9% temporal Cut- +10% Stun/Frz- +20% ---------- misc Light +2 See.Invis +16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Arcane/Psionic Power 56.0 - 84.0 Physical Uses 72% Wil Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +26 cold On Hit: * 20% chance to torment the target While equipped: dps ---------- Res.pen +16% mind +21% darkness Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Master Power 57.0 - 85.5 Physical Uses 72% Wil Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 111% While equipped: Stats +6 Dex dps ---------- Acc +14 (+4 eff.) Massive two-handed battleaxes. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Master Power 37.0 - 59.2 Physical Uses 72% Wil Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Crit: * wounds the target for 7 turns: 14 bleeding, 53% reduced healing While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +12 (+3 eff.) Acc +12 (+3 eff.) ----- def ----- Defense +12 (+4 eff.) Disarm- +43% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Master/Psionic Power 34.0 - 54.4 Physical Uses 72% Wil Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Acc +13 (+4 eff.) ----- def ----- Defense +12 (+4 eff.) Disarm- +46% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 35.0 - 56.0 Physical Uses 72% Wil Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 light Against +28% Undead While equipped: Stats +6 Con dps ---------- Phys.pwr +13 (+4 eff.) Res.pen +12% physical ----- def ----- Disarm- +25% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 63.0 - 100.8 Physical Uses 72% Wil Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 111% On Crit.r2 +19 fire On Hit: * 20% chance to blind While equipped: Stats +10 Dex dps ---------- Crit.mult +5.00% Mind.pwr +2 (+1 eff.) All.spd +8% Dmg.mod +9% mind Res.pen +19% nature +20% fire Acc +21 (+6 eff.) Melee Ret 4 mind ----- def ----- Resists +13% all Heal/summ +40 ---------- misc Light +3 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Arcane Power 65.0 - 104.0 Physical Uses 72% Wil Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 light +23 acid Against +42% Undead On Crit: * splashes the target with acid Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Arcane Power 65.0 - 104.0 Physical Uses 72% Wil Acc+ +0.4% crit.pwr / acc Apr +11 Crit +5.0% Atk.spd 100% Phasing +33% Melee+ +19 acid On Crit: * splashes the target with acid Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Master Power 82.5 - 132.0 Physical Uses 72% Wil Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +17 (+5 eff.) ----- def ----- Defense +17 (+6 eff.) Disarm- +34% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Arcane Power 60.0 - 96.0 Physical Uses 72% Wil Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +34 cold Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 77.5 - 124.0 Physical Uses 72% Wil Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +17% acid +16% fire +19% lightning +19% cold Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 64.5 - 103.2 Physical Uses 72% Wil Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +17 fire While equipped: dps ---------- Dmg.mod +14% physical Res.pen +12% physical Apr +7 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Arcane/Master Power 62.5 - 100.0 Physical Uses 72% Wil Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +19 blight On Hit: 10% Epidemic 5 On Hit: * 24% chance to disease On Crit: * wounds the target for 7 turns: 14 bleeding, 53% reduced healing While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +10 (+3 eff.) ----- def ----- Disease- +24% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Arcane/Master Power 65.0 - 104.0 Physical Uses 72% Wil Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 14% chance to inflict 15% damage reduction * 20% chance to curse the target While equipped: dps ---------- Res.pen +16% physical Acc +17 (+5 eff.) Apr +14 Massive two-handed swords. |
![]() 5.0 T3 steamstaff 2H weapon [Ego+] Arcane/Steamtech Power 15.0 - 18.0 Physical Uses 50% Mag, 80% Cun Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Mag +4 Cun +6 Con dps ---------- Spell.crit +2% Crit.mult +19.00% Steampwr +6 (+1 eff.) Spell.pwr +6 (+1 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +6 Defense +6 (+2 eff.) ---------- misc Vim/s.crit +6.00 Max.vim +37.00 Max.N.En +33.00 Talents +4 Ward Steam staves are designed for those who wish to weld magic and steam. There are miniature machines embedded in them. They sacrifice the ability to change the damage type for mechanically and mystically enhanceable damage |
![]() 5.0 T5 steamstaff 2H weapon [Ego+] Arcane/Steamtech Power 30.0 - 36.0 Physical Uses 50% Mag, 80% Cun Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Steampwr +25 (+5 eff.) Spell.pwr +22 (+5 eff.) S.pwr/crit +8 Acc +15 (+4 eff.) ---------- misc Mana/turn +0.19 Max.mana +48.00 Conjure elemental energy in a radius 10 cone, dealing 198.34 to 238.01 arcane damage Puts all charms on 8 cooldown Steam staves are designed for those who wish to weld magic and steam. There are miniature machines embedded in them. They sacrifice the ability to change the damage type for mechanically and mystically enhanceable damage |
![]() 3.0 T3 longsword 1H weapon [Ego] Arcane Power 24.0 - 33.6 Physical Uses 60% Wil Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +11 acid +14 light Against +20% Undead On Crit: * splashes the target with acid Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego] Arcane Power 41.0 - 57.4 Physical Uses 60% Wil Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +15 acid On Crit: * splashes the target with acid Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego] Arcane Power 43.5 - 60.9 Physical Uses 60% Wil Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 blight On Hit: * 24% chance to disease Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego+] Nature Power 13.0 - 18.2 Physical Uses 60% Wil Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +9 nature +8 temporal On Crit.r2 +9 fire While equipped: dps ---------- All.spd +3% Res.pen +8% fire Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego] Arcane Power 44.0 - 61.6 Physical Uses 60% Wil Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +15 lightning +18 light Against +23% Undead On Hit: * 25% chance for lightning to arc to a second target Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Arcane Power 45.5 - 63.7 Physical Uses 60% Wil Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +10 blight On Hit: 10% Epidemic 5 On Hit: * 8% chance to disease While equipped: ----- def ----- Disease- +24% Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane/Master Power 53.5 - 74.9 Physical Uses 60% Wil Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Master/Psionic Power 39.0 - 54.6 Physical Uses 60% Wil Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 20% chance to torment the target While equipped: dps ---------- Res.pen +10% physical +11% mind +11% darkness Acc +10 (+3 eff.) Apr +10 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Nature Power 40.5 - 56.7 Blight Uses 60% Wil Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +60 insidious poison +23 cold On Hit.r1 +4 temporal +14 fire On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +3% physical Res.pen +10% physical Melee Ret 12 physical ----- def ----- Max.HP +40.00 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Power 52.5 - 73.5 Lightning Uses 60% Wil Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +56 insidious poison +12 lightning On Hit: * Slows global speed by 40% * 25 arcane resource burn On Crit: * burns latent spell energy While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +15% light On Hit (Melee): * 30% chance to blind One-handed war axes. |
![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 27% Wil, 27% Cun Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 Masteries +0.20 Wild-gift/Blizzard As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane/Psionic Power 38.0 - 49.4 Physical Uses 27% Wil, 27% Cun Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +14 acid On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * splashes the target with acid Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master/Psionic Power 36.5 - 47.5 Physical Uses 27% Wil, 27% Cun Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +11 darkness Against +12% Living While equipped: dps ---------- Phys.crit +10.0% Crit.mult +12.00% Apr +12 Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Disrupt This purifying mindstar will cleanse other mindstars. Power 8.5 - 9.4 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +7% arcane Res.pen +4% arcane On Melee Ret: * 9 arcane resource burn ----- def ----- Resists +3% arcane Destroy Magic: (Instant) Puts all charms on 28 cooldown Level 4.0 Pwr.cost 28 out of 30/30. Range melee/personal Travel.spd instantaneous Description: The target has a 8% chance (stacking to a maximum of 66%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature This natural venom should be returned to the wyrm. The natural wyrm seeks an element. Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 lightning On Crit.r2 +8 mind On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +17% acid +3% lightning Res.pen +16% acid +10% mind Melee Ret 9 lightning 9 physical 8 fire 21 acid 10 cold ----- def ----- Resists +7% lightning +9% physical +10% cold +8% fire +3% mind +23% acid Max.HP +50.00 HP.reg +2.60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt This natural fire should be returned to the wyrm. This purifying mindstar will cleanse other mindstars. Power 17.5 - 19.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +8 mind While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) All.spd +4% Dmg.mod +8% acid +17% fire +9% arcane Res.pen +11% fire +9% arcane +20% light Melee Ret 20 fire On Melee Ret: * 16 arcane resource burn ----- def ----- Resists +7% arcane +22% fire Spell.save +9 (+3 eff.) ---------- misc Equi/ret +1.90 Hate/m.crit +4.00 Destroy Magic: (Instant) Puts all charms on 28 cooldown Level 5.0 Pwr.cost 28 out of 30/30. Range melee/personal Travel.spd instantaneous Description: The target has a 8% chance (stacking to a maximum of 70%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic This mindstar will resonate with other psionic mindstars. Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +6% mind Res.pen +8% mind ----- def ----- Resists +10% mind Dmg.Resnn +7% ---------- misc Psi/ret +2.30 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 T3 steamsaw 1H weapon [Ego] Arcane/Psionic/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +44 Melee+ +12 acid On Crit: * splashes the target with acid Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +15% mind ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 42.0 - 63.0 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +104 Melee+ +8 arcane On Hit.r1 +4 arcane On Hit: * 10% chance to inflict 15% damage reduction * Random elemental explosion * 20% chance to curse the target Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +9% blight Res.pen +13% acid +15% blight +9% fire +15% cold +14% lightning ----- def ----- Armour +12 Defense +10 (+4 eff.) Fatigue +12% Resists +3% blight ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +102 Melee+ +20 lightning +16 darkness On Hit: * 25% chance for lightning to arc to a second target On Crit: * cripple the target Uses 1.0 Steam While equipped: Stats +6 Dex dps ---------- Phys.crit +12.0% On Hit (Melee): * 30% chance to blind On Melee Ret: * 19% chance to daze at end of turn ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +17% lightning +3% light +9% darkness ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Master/Psionic/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +100 On Hit: * 25% chance to put talents on cooldown Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +21 (+7 eff.) Fatigue +12% Proj.evade +11% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +96 Uses 1.0 Steam While equipped: dps ---------- Phys.crit +11.0% Crit.mult +11.00% Apr +8 ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% ---------- misc Wards +4 lightning +3 temporal +4 blight +4 fire +4 cold Talents +1 Ward +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T2 steamgun 1H weapon [Ego] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Cun +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +12% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T2 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +7.0% Res.pen +12% physical Phasing +16% Acc +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T2 steamgun 1H weapon [Ego] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T3 steamgun 1H weapon [Ego] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +13 acid Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +13% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 shot ammo [Ego+] Arcane Power 32.5 - 39.0 Physical Uses 92% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 20 Ranged+ +8 blight On Hit: 10% Epidemic 3 On Hit: * 11% chance to disease Shots are used with slings to pummel your foes to death. |
![]() 7.0 T4 shield armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +10 (+4 eff.) Rng.Def +10 (+4 eff.) Fatigue +14% Resists +8% acid +12% fire +9% lightning +12% cold ---------- misc Talents +4 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +12% light +12% darkness ---------- misc Talents +5 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
![]() 7.0 T5 shield armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +11 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Ego+] Arcane While equipped: dps ---------- Melee Ret 18 temporal ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +16% temporal ---------- misc Talents +5 Block Time Shield: (Instant) Puts all charms on 28 cooldown Level 3.0 Pwr.cost 28 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (379) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 7.0 T5 shield armor [Ego+] Arcane While equipped: dps ---------- Melee Ret 20 temporal ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +15% temporal ---------- misc Talents +5 Block Time Shield: (Instant) Puts all charms on 28 cooldown Level 3.0 Pwr.cost 28 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (379) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +5 Wil dps ---------- Mind.crit +5% Spell.pwr +9 (+2 eff.) Mind.pwr +5 (+1 eff.) S.pwr/crit +4 ----- def ----- Defense +2 (+1 eff.) Mind.save +18 (+5 eff.) Silence- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +12% nature On Melee Ret: * Slows global speed by 6% * 7 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +18% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +9% lightning +9% darkness +9% blight +10% fire +8% cold +8% light Phys.save +15 (+4 eff.) Spell.save +25 (+8 eff.) Mind.save +14 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +16% darkness ----- def ----- Defense +5 (+2 eff.) Resists +24% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Psionic While equipped: Stats +6 Mag +5 Wil dps ---------- Dmg.mod +16% mind ----- def ----- Defense +5 (+2 eff.) Resists +16% mind ---------- misc Mana/turn +0.30 Psi/turn +0.21 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +19% Spell.pwr +22 (+5 eff.) ----- def ----- Defense +5 (+2 eff.) Spell.save +15 (+5 eff.) ---------- misc Mana/turn +0.30 Max.mana +91.00 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 ----- Armour +1 Defense +10 (+4 eff.) Fatigue +2% Poison- +30% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 17 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 81.07 to 243.22 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Str +8 Wil +9 Cun dps ---------- Phys.crit +9.0% Apr +15 ----- def ----- Armour +13 Defense +19 (+7 eff.) Fatigue +8% Resists +14% acid +13% cold +12% lightning Mind.save +23 (+6 eff.) ---------- misc Stam/turn +1.00 Telepathy Dragon Breathe water Second Wind: (Instant) Puts all charms on 32 cooldown Level 3.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 188 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Resists +12% light +19% darkness A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% HP.reg +5.60 ---------- misc Stam/turn +2.30 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane/Master While equipped: Stats +5 Str +7 Mag +7 Wil dps ---------- Phys.crit +8.0% Spell.crit +6% Mind.crit +6% Phys.pwr +21 (+6 eff.) Spell.pwr +19 (+5 eff.) Mind.pwr +20 (+5 eff.) Melee Ret 18 physical ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Resists +14% lightning A suit of armour made of leather. |
![]() 14.0 T2 heavy armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +8% Phys.save +7 (+2 eff.) Mind.save +16 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Ego+] Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +14% Resists +7% acid +7% physical +8% cold +7% lightning +7% fire A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +17% lightning A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego+] Master While equipped: Stats +5 Str +6 Con ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +21% cold Max.HP +49.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +25 Defense +5 (+2 eff.) Fatigue +16% Resists +15% darkness +12% physical ---------- misc Light +1 Track: Puts all charms on 28 cooldown Level 1.8 Pwr.cost 28 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 16 acid 13 fire Melee Ret 11 acid 16 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +20% acid +19% fire +10% physical Phys.save +22 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego++] Arcane While equipped: Stats +8 Str +8 Mag +7 Wil dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +9% Phys.pwr +18 (+5 eff.) Spell.pwr +16 (+4 eff.) Mind.pwr +20 (+5 eff.) Melee+ 15 acid 14 fire Melee Ret 13 acid 9 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +11% lightning +24% fire +19% acid A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 17 physical ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +23% lightning A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego+] Master While equipped: ----- def ----- Armour +17 Defense +5 (+2 eff.) Fatigue +6% Phys.save +11 (+3 eff.) A suit of armour made of mail. |
![]() 17.0 T5 massive armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +12 Wil +8 Cun +10 Con dps ---------- Spell.crit +1% Dmg.mod +9% blight Melee Ret 4 physical ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +38% Resists +28% cold +13% fire +5% darkness -19% light Phys.save +10 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +31 (+8 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +60.00 Max.stam +5.00 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +5% fire +6% cold Mind.save +5 (+1 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +0% lightning Max.HP +31.00 Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) Mind.save +11 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: ----- def ----- Armour +4 Defense +9 (+3 eff.) Phys.save +18 (+4 eff.) Spell.save +19 (+6 eff.) Mind.save +15 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +4 Wil +2 Con dps ---------- Dmg.mod +12% nature On Hit (Melee): * Slows global speed by 15% * 30% chance to daze at end of turn ----- def ----- Armour +9 Defense +14 (+5 eff.) Phys.save +23 (+6 eff.) Spell.save +53 (+15 eff.) Mind.save +37 (+9 eff.) ---------- misc Max.mana +77.00 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +8 Mag dps ---------- Phys.crit +6.0% Crit.mult +10.00% Phys.pwr +6 (+2 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +8% acid +8% blight Apr +9 ----- def ----- Armour +5 Fatigue -4% Phys.save +13 (+3 eff.) Disease- +50% ---------- misc Max.enc +36 Max.psi +40.00 Telepathy Dragon A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +5% ---------- misc Stam/turn +0.80 Max.stam +14.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Str +3 Con ----- def ----- Armour +4 Fatigue +3% Silence- +29% Confus- +31% Stun/Frz- +28% Rush: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% crit / acc Apr +7 Crit +4.0% Atk.spd 100% Dmg.conv 40% item nature slow On Hit: 35% Slime Spit 1 Attackspeed is 100% for non-Brawlers! These gloves are coated with a thick, green liquid. |
![]() 1.0 T5 hands armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 17 temporal 26 darkness 35 mind Ranged+ 11 temporal Dmg.mod +9% temporal On Hit (Melee): * 16% chance to cause random gloom ----- def ----- Armour +3 Resists +11% temporal Mind.save -10 (-2 eff.) Unarmed combat: Power 26.0 - 28.6 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Reproach 5 On Hit: * 10% chance to gain 10% of a turn (3/turn limit) Ruined Earth: Puts all charms on 19 cooldown Level 3.0 Pwr.cost 19 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +8% Spell.pwr +11 (+3 eff.) ----- def ----- Armour +3 ---------- misc Mana/turn +0.32 Unarmed combat: Power 33.0 - 46.2 Physical Uses 24% Wil, 64% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% Melee+ +14 arcane On Hit: 10% Elemental Bolt 5 Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +5% lightning +16% fire +5% temporal A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Phys.save +5 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +3% Dmg.mod +8% blight +8% arcane ----- def ----- Armour +3 Fatigue +3% Phys.save +15 (+4 eff.) A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +20 Str +3 Dex +2 Mag +9 Wil +4 Cun +4 Con dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +6% arcane Res.pen +15% mind ----- def ----- Armour +5 Fatigue +5% Resists -40% light +14% physical Phys.save +10 (+2 eff.) HP.reg +5.10 ---------- misc Max.mana +100.00 A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor [Ego+] Master While equipped: Stats +5 Dex ----- def ----- Armour +4 Fatigue +4% Resists +14% darkness ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 3.0 T5 head armor [Ego] Master While equipped: Stats +7 Str ----- def ----- Armour +5 Fatigue +5% Phys.save +25 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 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 When used as an alchemist bomb: 20% chance to daze for 3 turns 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 When used as an alchemist bomb: Mana regain 20 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 28 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green alchemist-gem [Normal] When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow alchemist-gem [Normal] When used as an alchemist bomb: 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +8% light ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +5 Sun Flare: Puts all charms on 28 cooldown Level 3.0 Pwr.cost 28 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 53.64 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (147 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. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +5.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 23] simple frost salve [power 23]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 178% efficiency and 63% cooldown modifier. Remove 1 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
great healing salve [power 545] great healing salve [power 545]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 178% efficiency and 63% cooldown modifier. Heal 545 Puts Talent Medical Injector on 14 cooldown Medical salve. |
amazing pain suppressor salve [power 554] amazing pain suppressor salve [power 554]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 178% efficiency and 63% cooldown modifier. Let you fight up to -554 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +18 Str +5 Dex +1 Mag +9 Wil dps ---------- Phys.crit +13.0% Mind.crit +13% Crit.mult +10.00% Phys.pwr +10 (+3 eff.) Mov.spd +10% Res.pen +10% fire Apr +14 Melee Ret 4 blight ---------- misc Mana/turn +0.12 Telepathy Demon/Minor Demon/Major While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 24 cooldown Level 3.0 Pwr.cost 24 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 185 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +10% light Melee Ret 16 light On Hit (Melee): * 30% chance to blind ---------- misc Light +3 Talents +4 Volcano Cooldown Volcano -2 Reveal the area around you, dispelling darkness (radius 15, power 90 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By brun brun mwuahaha the Sholtar Steamchemist level 30
27th Dusk 122nd year of Ascendancy at 06:21 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 44
9th Decay 122nd year of Ascendancy at 05:27 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 40
45th Haze 122nd year of Ascendancy at 01:02 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 42
67th Haze 122nd year of Ascendancy at 22:07 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 24
20th Dusk 122nd year of Ascendancy at 11:30 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 31
27th Dusk 122nd year of Ascendancy at 16:37 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 45
17th Regrowth 123rd year of Ascendancy at 04:53 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 30
27th Dusk 122nd year of Ascendancy at 03:51 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 10
7th Mirth 122nd year of Ascendancy at 12:31 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 20
13rd Dusk 122nd year of Ascendancy at 00:27 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 30
25th Dusk 122nd year of Ascendancy at 14:12 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 40
73rd Dusk 122nd year of Ascendancy at 15:43 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 50
32nd Regrowth 123rd year of Ascendancy at 00:03 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 37
63rd Dusk 122nd year of Ascendancy at 14:55 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 38
71st Dusk 122nd year of Ascendancy at 10:40 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 35
61st Dusk 122nd year of Ascendancy at 03:02 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 40
46th Haze 122nd year of Ascendancy at 01:58 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 16
3rd Summertide 122nd year of Ascendancy at 04:37 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 14
10th Mirth 122nd year of Ascendancy at 04:13 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 30
27th Dusk 122nd year of Ascendancy at 06:21 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 8
1st Mirth 122nd year of Ascendancy at 11:56 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 30
27th Dusk 122nd year of Ascendancy at 06:21 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 42
54th Haze 122nd year of Ascendancy at 00:41 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 20
13rd Dusk 122nd year of Ascendancy at 04:09 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 18
9th Flare 122nd year of Ascendancy at 13:48 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 43
8th Decay 122nd year of Ascendancy at 09:39 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 17
4th Flare 122nd year of Ascendancy at 16:05 see stats
By brun brun mwuahaha the Sholtar Steamchemist level 12
9th Mirth 122nd year of Ascendancy at 16:35 see stats
Log
Resting starts...
Talent Throw Bomb is ready to use.
Talent Steampowered Bombardment is ready to use.
The protective shield of Brun brun mwuahaha disappears.
Rested for 4 turns (stop reason: hostile spotted to the north (shadow)).
Brun brun mwuahaha casts Throw Bomb.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the north (shadow)).
Brun brun mwuahaha casts Throw Bomb.
Brun brun mwuahaha's spell attains critical power!
brun brun mwuahaha receives 264 healing from Alchemist bloodstone.
brun brun mwuahaha hits Shadow for 2668 fire damage.
brun brun mwuahaha hits Something for 2668 fire damage.
brun brun mwuahaha killed Shadow!
Brun brun mwuahaha casts Steampowered Bombardment.
Brun brun mwuahaha deactivates Charged Aura.
Brun brun mwuahaha deactivates Flame Infusion.
Brun brun mwuahaha deactivates Embedded Restoration Systems.
Brun brun mwuahaha deactivates her cloak's restoration systems.
Brun brun mwuahaha deactivates Chant of Fortitude.
Brun brun mwuahaha deactivates Shrapnel Infusion.
Brun brun mwuahaha deactivates Premonition.
Brun brun mwuahaha deactivates Beyond the Flesh.
Brun brun mwuahaha deactivates Melting Point.
Brun brun mwuahaha tessellates her cloak!
Brun brun mwuahaha deactivates Furnace.
Brun brun mwuahaha deactivates Agile Gunner.
Brun brun mwuahaha deactivates Kinetic Shield.