








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Unrandom Egos 1.7.0No wide random numerical ranges on ego modifiers. Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Necro NegLife+ 1.7.2Makes a couple of tweaks to Necromancer to make it less prone to accumulating disproportionate amounts of positive life, thus helping its 0-life threshold gimmicks retain relevance: Blurred Mortality now converts half of your maximum life bonus from Constitution to negative death threshold, retroactively. This is a relatively minor change, but it will at least stop Constitution from giving a greater proportion of positive life to negative life per point at high levels. Lichform will convert half of the maximum life you gain from levelling up after transforming to negative death threshold (non-retroactively). Instead of drastically increasing the proportion of positive life to negative life to the point where the latter is practically dwarfed and never encountered outside of extreme situations, Lichform will now cause you to break perfectly even, and in most cases will in fact slow the rate at which you gain positive life. (Credit to GlassGo on the forums for suggesting this behaviour!) These tweaks will likely cause some level of disruption to Necromancer's power balancing, so any feedback given on the forums towards further polishing would be appreciated. Enjoy! Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Telekinetically Swap Tinkers 1.7.0Applies the existing "Gameplay | Swap tinkers" game option when wielding objects in the telekinetic slot via the Telekinetic Grasp talent, so that attached tinkers will (if requested) be transferred automatically from the old telekinetically-wielded item to the new one. (NOTE: If you are using this addon in conjunction with Use Item Shortcuts, you should upgrade the latter to release 2.13.0 or later. Similarly, if you are using this addon in conjunction with ZOmnibus Addon Pack or ZOmnibus Lite, you should upgrade the latter to release 17.7.4 or later.) Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Timed PS & UF Salve Usage 1.7.4-2.0- Note that this addon changes the CD and usage time of talent Mind Injection, to the same as injector implants, although according to my test these two field don't affect the usage of salves at all, as long as the CD exists. Time the usage of Pain Suppressor Salve and Unstoppable Force Salve to max medical injector efficiency. -1.1- -1.2- -1.3- Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Starting Prodigy Remixed 1.0.4Prodigies have no level requirements and lessened stat requirements - and all characters start with one. Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Auto-Rotate Auras/Shields 1.7.0Adds game options "Gameplay | Auto-rotate auras" and "Gameplay | Auto-rotate shields", which will make an effort to ensure that you have the game maximum of two aura or shield talents from the Psionic/Projection resp. Psionic/Absorption trees active at once. In particular, any time you deactivate/spike one of these talents, or one comes off cooldown, the game will attempt to activate other available related talents, in the order you specify. Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Inferno Race Pack 1.7.0Adds a collection of my races. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Walking Armory Evolution for Marauder 1.7.6Adds a new evolution for Marauders, the Walking Armory. Throw caution (and your equipment) to the wind, and become a truly formidable menace on the battlefield. You can equip mainhand weapons in your tool and lite slot. You can equip offhand weapons in your head, cloak, belt and feet slots. When you land an attack with the weapon in your mainhand slot, you will follow up with an attack from weapons in your tool and lite slots dealing 100% damage. When you land an attack with the weapon in your offhand slot, you will follow up with an attack from weapons in your head, cloak, belt and feet slots dealing 100% damage (offhand damage penalty applies). Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | quick |
Mode | Madness Adventure |
Sex | Male |
Race | Ghoul |
Class | Adventurer (High Thaumaturgist) |
Level / Exp | 50 / 2315% |
Size | medium |
Lifes / Deaths | Killed by orc mage-hunter at level 48 on the 57th Quantumnal 1337th year of Ascendancy at 00:31 0 / 8Killed by Walking Disaster at level 50 on the 57th Quantumnal 1337th year of Ascendancy at 13:57 Killed by Xaldana the blinkwyrm at level 50 on the 59th Quantumnal 1337th year of Ascendancy at 07:41 Killed by Aerutha the orc archer at level 50 on the 59th Quantumnal 1337th year of Ascendancy at 08:39 Killed by Siliranne the orc assassin at level 50 on the 59th Quantumnal 1337th year of Ascendancy at 10:10 Killed by Emowe the greater multi-hued wyrm at level 50 on the 59th Quantumnal 1337th year of Ascendancy at 11:32 Killed by ritch flamespitter at level 50 on the 59th Quantumnal 1337th year of Ascendancy at 12:44 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 62nd Quantumnal 1337th year of Ascendancy at 22:15 |
Primary Stats
Strength | 63 (base 12) |
Dexterity | 25 (base 12) |
Constitution | 104 (base 43) |
Magic | 111 (base 60) |
Willpower | 105 (base 60) |
Cunning | 88 (base 60) |
Resources
Mana | 538/1069 |
Psi | 0/663 |
Vim | 295/325 |
Life | -1090/779 |
Positive | 229/229 |
Steam | 100/100 |
Soul | 13/15 |
Healing Factor | 2.5 |
Regeneration | 0.625 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +98.412817129294% |
Vision
Sight | 10 |
Lite | 16.074767078499 |
Infravision | 7 |
See Stealth | 66.179959568792 |
See Invisible | 75.179959568792 |
Offense: Mainhand
Damage | 64 |
Accuracy | 37 |
Crit Chance | 46% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 47 |
Accuracy | 37 |
Crit Chance | 46% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 101 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Blight | +30% |
Arcane | +98% |
Cold | +110% |
All | 0% |
Physical | +33% |
Lightning | +140% |
Light | +15% |
Temporal | +28% |
Mind | +71% |
Darkness | +9% |
Fire | +149% |
Nature | +18% |
Offense: Damage Penetration
Mind | +25% |
Lightning | +50% |
Light | +25% |
Temporal | +30% |
Cold | +84% |
Arcane | +84% |
Fire | +104% |
All | 0% |
Defense: Base
Armour (hardiness) | 25 (50%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 4 |
Physical Save | 59.25 |
Spell Save | 62.125 |
Mental Save | 65 |
Defense: Resistances
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 62%( 70%) |
Physical | + 67%( 70%) |
Darkness | + 68%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Lightning | + 70%( 70%) |
Mind | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 95% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 54% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 52% |
Instadeath Resistance | 100% |
Knockback Resistance | 52% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 at most 777 damage for 8 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 211 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 69 up to 9 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1739% for 10 turns (3478 total) and instantly restoring 87 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Age of dusk | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Psionic / Solipsism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Air | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Absorption | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Thaumaturgy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Vile life | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Ghoul | 2.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Force | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Physics | 2.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 2.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Restoration | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. You have overcome the depths, but there are many trials still ahead. You survived the wilderness and have recovered some of your past power, but your memories still elude you. You defeated a powerful necromancer and his undead legion. The Keepers say this was a vital juncture, but your thread is not safe yet. You defeated a host of orcs. Another lies ahead. | 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! | done |
Equipment
Psionic focus | ![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +7 Wil +8 Mag offense ------ Spell Crit +25% Spellpower +40 (+6 eff.) Damage +30% lightning +30% fire +30% arcane +30% cold defense ------ Silence Resist +40% other ------- Mana/turn +5.00 Mana-on-crit +12.00 Max mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 On Spell Hit: 25% Lightning level 5 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
On hands | ![]() 1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+2 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Light source | ![]() 1.0 Encumbrance T3 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +9 Str +19 Wil +5 Con offense ------ Physical Crit +5.0% Critical power +16.00% Physical Power +8 (+2 eff.) Damage +18% acid +12% fire +11% mind Ignore resists +20% fire defense ------ Resistance +8% cold +8% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +16% Out-of-Phase Resilience +22% other ------- Light +4 Infravision +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +11% Spellpower +20 (+3 eff.) Spellpower/crit +12 Damage +30% blight +16% temporal +24% lightning On-Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 40 defense ------ Defense +2 (+0 eff.) Resistance +15% blight +16% temporal Spell save +12 (+2 eff.) Silence Resist +50% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Mana/turn +0.20 A pointy cloth hat, very wizardly... |
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Damage +21% lightning +12% temporal +18% nature +15% light Ignore resists +25% light +30% temporal When Hit 10 light On-Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +3% Resistance +12% lightning +15% temporal +15% nature Physical save +15 (+3 eff.) Silence Resist +35% Confus Resist +34% Pinning Resist +25% Stun Resist +38% Knockbk Resist +25% Teleport Resist +100% other ------- Light +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +18% fire Ignore resists +34% fire defense ------ Resistance +12% lightning +18% cold +15% darkness +15% blight Mind save +24 (+6 eff.) Blind Resist +27% Pinning Resist +27% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Harden the skin for 7 turns increasing armour by 32 and armour hardiness by 40% Puts all charms on 20 turn cooldown 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. This item has been sent to the Item's Vault. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. This item has been sent to the Item's Vault. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +12 Cun offense ------ Physical Crit +5.0% Mind Crit +4% Critical power +20.00% Damage +40% mind Accuracy +35 (+13 eff.) When Hit 10 mind 10 light defense ------ Resistance +7% arcane +13% physical other ------- Stamina/turn +0.60 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 staff 1H weapon [Rare] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Dex +15 Con offense ------ Spell Crit +15% Critical power +10.00% Physical Power +40 (+10 eff.) Spellpower +15 (+2 eff.) Damage +20% mind +30% cold On-Hit (Melee): * 27% chance to reduce all saves and defense by 33 defense ------ Resistance +7% arcane +24% fire +27% light +20% mind Spell save +24 (+3 eff.) other ------- Mana/turn +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning level 5 Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Damage +39% fire defense ------ Defense +40 (+12 eff.) Resistance +27% nature Mind save +15 (+4 eff.) Anomaly Control +16 Life +94.00 Healmod +27% Poison Resist +27% Silence Resist +27% Stun Resist +27% Knockbk Resist +27% other ------- Stamina/turn +0.50 Mana/turn +0.50 Psi/turn +0.50 Max mana +60.00 Max stamina +49.00 Max hate +15.00 Max psi +32.00 Max vim +29.00 Max positive +32.00 Max negative +29.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 33.0 - 39.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str +6 Dex +7 Mag +6 Wil offense ------ Physical Crit +8.0% Spell Crit +5% Spellpower +19 (+3 eff.) Damage +9% darkness +33% physical Ignore resists +34% cold other ------- Mana/turn +5.25 Max mana +100.00 Light +4 See Invisibility +9 Talents +1 Command Staff On Spell Hit: 25% Lightning level 5 Staves designed for wielders of magic, by the greats of the art. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +10 Mag offense ------ On-Hit (Melee): * 27% chance to reduce all saves and defense by 33 defense ------ Armor +7 Defense +41 (+12 eff.) Resistance +30% lightning +14% cold Crit Resistance 20.12% Unlife -107.33 life Blind Resist +27% Stun Resist +77% other ------- Light +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Rare] Master While equipped: Stats +15 Wil offense ------ Spell Crit +11% Spellpower +40 (+6 eff.) Damage +18% arcane Ignore resists +34% arcane +25% mind defense ------ Armor +9 Hardiness +20% Defense +3 (+1 eff.) Fatigue +1% Resistance +7% arcane +9% all Physical save +21 (+3 eff.) other ------- Vim-on-crit +2.68 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 251% efficiency and cooldown mod of 70%. Current default salve: none Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 20 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.2 steam per turn. Can be activated for an instant burst of 71 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 8 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 655 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1378% for 10 turns (2756 total) and instantly restoring 69 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 729 damage for 8 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 76 up to 8 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 129 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Allows your weapon to spray caustic acid on hit, reducing armor. Requires talents: - Smith (1) - Chemistry (1) Requires ingredients: - lump of iron (3) Example Item: crude acid groove 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Helps keep your airway open and lets you hold your breath longer. Requires talents: - Therapeutics (1) - Mechanical (1) Requires ingredients: - lump of iron (2) - stack of herbs (viperweed) (2) Example Item: simple air recycler 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +10% Returns 1 air each turn. Attach on item worn on slot 'head' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] An ingenius collection of tough no-spill pockets allows you to keep all those dangerous reagents close at hand. (increases acid, fire, nature and blight damage.) Requires talents: - Therapeutics (1) - Chemistry (3) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: crude alchemist's helper 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: offense ------ Damage +5% acid +5% fire +5% nature +5% blight Attach on item worn on slot 'belt' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Want more defense? Wear more armour! Requires talents: - Smith (1) Requires ingredients: - lump of iron (4) Example Item: iron armour reinforcement 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +1 Hardiness +20% Fatigue +5% Attach on item worn on slot 'body' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that releases acid on impact. Requires talents: - Explosives (2) - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude corrosive shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Corrosive Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special corrosive shot with your steamgun(s) at a target for 191% weapon damage as acid. The acid released by the shot will also corrode the target, reducing its accuracy, defense and armour by 30. This talent does not use ammo as it is the ammo. Corrosion strength scales with Steampower.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Protect yourself with the Power of Magnetism! Attach this device to your belt and watch those bullets miss every time! (not guaranteed to work every time) Requires talents: - Electricity (2) Requires ingredients: - lump of iron (2) Example Item: iron deflection field 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Defense +2 (+0 eff.) Slow Projectiles +5% Attach on item worn on slot 'belt' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean magical detrimental effects from your body and grant a fiery aura (fire, light and lightning affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 11] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (11% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] What is better than throwing sand in someone's face? Throwing sand that shines as bright as the Sun! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude flash powder 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Flash Powder Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that rapidly oxidises, releasing a blinding light. Creatures in a cone of radius 5 are blinded for 4 turns. The blindness effect is applied with your Steampower.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] So much more convenient than a lantern on your waist. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude head lamp 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +1 (+1 eff.) other ------- Light +3 Attach on item worn on slot 'head' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] The 'Crawling Ants' itching powder will distract your enemies from any complicated actions. Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude itching powder 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Itching Powder Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that is very itchy to touch. Creatures in a cone of radius 5 are itchy for 3 turns, causing them to fail talents 24% of the time. The itchiness effect is applied with your Steampower.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Lightning coils can be attached to melee weapons to generate a short range beam of electricity on melee crits. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (3) Example Item: crude lightning coil 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that magnetises on impact. Requires talents: - Explosives (1) - Electricity (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude magnetic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Magnetic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special magnetic shot with your steamgun(s) at a target for normal weapon damage. The shot will magnetise the target for 7 turns. This lowers their defense and increases fatigue by 52. This talent does not use ammo as it is the ammo. Effect strength scales with Steampower.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Supercharge your thinking and give your brain a boost with the Mental Stimulator! Requires talents: - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron mental stimulator 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun defense ------ Mind save +3 (+1 eff.) Attach on item worn on slot 'head' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) Requires ingredients: - lump of iron (2) Example Item: iron razor edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +4 Critical Rate +4.0% Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attach small steam rocket to your boots, granting faster movement and leaving a trail of fire to burn those foolish enough to follow you. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (5) Example Item: iron rocket boots 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Effective talent level: 2.5 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 175%. Each movement will leave a trail of flames doing 186.76 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all!Attach on item worn on slot 'feet' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] In addition to making a weapon look more fancy, it also makes it more deadly against undead and other nasties. Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Example Item: iron silver filigree 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Damage Against +7% Undead +7% Demon +7% Horror Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Adding metal spikes to anything makes it more dangerous. (and also unwieldy and inconvenient) Requires talents: - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron spike attachment 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 10 physical defense ------ Armor +4 Fatigue +1% Attach on item worn on slot 'body' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attach a spring loaded mechanism to your gloves, allowing you to drag enemies into melee range and deliver a quick blow, pinning them in front of you. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grapple 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Spring Grapple Effective talent level: 2.5 Use mode: Activated Steam cost: 30 Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Grab the target and pull them towards you, striking for 151% unarmed melee damage, and if you hit, pinning them for 3 turns.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Dismantle any one sling, add some amazing steampower to it and make a powerful steamgun to fire a bullet hell at your foes! Requires talents: - Explosives (1) - Smith (1) Requires ingredients: - lump of iron (7) Requires: - a sling (not unique) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Amaze your friends with this cannister launcher which lets you project deadly poison clouds with but a wave of your hand. Deadly! Requires talents: - Smith (2) Requires ingredients: - stack of herbs (viperweed) (8) - lump of iron (10) Example Item: iron toxic cannister launcher 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Toxic Cannister Launcher Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Launch a cannister filled with toxic gas at a location. Every 2 turns the cannister emits a poison cloud of radius 3 around it each turn. The poison does 169.29 nature damage over 5 turns. The cannister has 502 life and lasts 8 turns. When it ends or is destroyed a last cloud is created. Damage, life, resists, and armor scale with your Steampower. Damage and penetration are inherited from the creator.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 11] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (11% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Old cloak not keeping you as dry as it used to? A waterproof coating it just what you need! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude waterproof coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +5% nature +5% cold Attach on item worn on slot 'cloak' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +14 Wil offense ------ Critical power +26.83% Mindpower +40 (+11 eff.) Ignore resists +34% nature +34% mind When Hit 13 cold defense ------ Fatigue -8% Life Regen +5.00 other ------- Max psi +67.08 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 3.0 Encumbrance T1 staff 1H weapon [Ego] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +6.00% Spellpower +3 (+0 eff.) Damage +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 staff 1H weapon [Ego] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Critical power +7.00% Spellpower +6 (+1 eff.) Damage +15% arcane defense ------ Defense +9 (+3 eff.) other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 4.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area and deals 288.54 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Mag offense ------ Physical Crit +8.0% Spell Crit +21% Critical power +8.00% Physical Power +11 (+3 eff.) Spellpower +17 (+3 eff.) Damage +42% acid +20% darkness +20% arcane Accuracy +11 (+5 eff.) On-Hit (Melee): * 27% chance to reduce armor by 50% defense ------ Resistance +12% temporal Physical save +11 (+2 eff.) Spell save +11 (+2 eff.) Mind save +11 (+3 eff.) Healmod +27% Knockbk Resist +27% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 staff 1H weapon [Ego++] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +20.00% Spellpower +25 (+4 eff.) Spellpower/crit +8 On-Hit 21 fire Damage +20% temporal other ------- See Invisibility +11 Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 56.68 to 68.01 temporal damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 staff 1H weapon [Ego++] Arcane/Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +3% Spellpower +30 (+5 eff.) Damage +20% acid defense ------ Life Regen +1.10 Healmod +16% other ------- Mana/turn +0.32 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 staff 1H weapon [Ego] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Spellpower +13 (+2 eff.) Damage +25% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Critical power +16.00% Spellpower +9 (+1 eff.) Damage +18% acid +18% cold +20% lightning Ignore resists +30% lightning +20% cold On-Hit (Melee): * 27% chance to slow global speed by 61% defense ------ Resistance +12% temporal +21% light +7% arcane +27% fire +12% nature +9% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +8 Con offense ------ Spell Crit +14% Critical power +26.83% Spellpower +9 (+1 eff.) Damage +20% cold +20% arcane +21% light Ignore resists +34% lightning +34% light defense ------ Resistance +30% cold other ------- Light +4 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 staff 1H weapon [Rare] Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +13 Con offense ------ Spell Crit +13% Critical power +9.00% Spellpower +12 (+2 eff.) Damage +20% physical +25% darkness +20% fire Ignore resists +20% light +54% fire defense ------ Resistance +7% arcane Physical save +24 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Spell Crit +4% Spellpower +28 (+4 eff.) Damage +25% fire other ------- Mana/turn +0.43 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+2 eff.) Damage +20% fire +25% light +59% nature defense ------ Armor +10 Hardiness +10% Resistance +27% blight +27% light +20% mind Physical save +8 (+2 eff.) Spell save +21 (+3 eff.) Life +134.16 Blind Resist +27% Disease Resist +27% Disarm Resist +27% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 staff 1H weapon [Rare] Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +15 Cun +8 Dex offense ------ Spell Crit +4% Spellpower +12 (+2 eff.) Damage +36% mind +25% fire Ignore resists +20% lightning +7% all Accuracy +11 (+5 eff.) Ignore Armor +12 defense ------ Physical save +24 (+4 eff.) Mind save +15 (+4 eff.) other ------- Hate-on-crit +6.71 Max positive +25.00 Max negative +25.00 Light +4 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 staff 1H weapon [Rare] Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Critical power +9.00% Spellpower +52 (+8 eff.) Damage +33% acid +25% darkness +30% arcane Ignore resists +20% arcane +20% acid When Hit 12 nature defense ------ Resistance +7% arcane Physical save +21 (+3 eff.) Healmod +27% Silence Resist +27% other ------- Mana/turn +0.32 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 staff 1H weapon [Ego+] Nature Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +7 Con offense ------ Spell Crit +4% Spellpower +20 (+3 eff.) Damage +25% lightning defense ------ Defense +12 (+4 eff.) Life Regen +1.30 Healmod +16% other ------- Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 4.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area and deals 288.54 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 staff 1H weapon [Ego++] Arcane/Nature Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Mag +5 Wil +7 Con offense ------ Spell Crit +4% Spellpower +31 (+5 eff.) Damage +25% blight defense ------ Life Regen +0.50 Healmod +18% other ------- Max mana +78.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 staff 1H weapon [Rare] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Critical power +10.00% Spellpower +15 (+2 eff.) Damage +30% lightning When Hit 13 nature defense ------ Resistance +27% blight +27% nature +24% darkness Life +134.16 Poison Resist +27% Disease Resist +27% Disarm Resist +27% Teleport Resist +27% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 staff 1H weapon [Rare] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Spell Crit +5% Spellpower +15 (+2 eff.) Damage +20% acid +30% fire +40% cold Ignore resists +30% acid +20% temporal defense ------ Resistance +40% acid +20% temporal Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 staff 1H weapon [Rare] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Spell Crit +5% Spellpower +15 (+2 eff.) Damage +30% lightning +60% temporal +20% light +21% nature +40% mind Ignore resists +34% light +20% mind defense ------ Resistance +20% mind other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Unknown Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +7 Wil +8 Mag offense ------ Spell Crit +15% Spellpower +40 (+6 eff.) Damage +40% temporal Ignore resists +30% temporal defense ------ Anomaly Control +25 Teleport Resist +100% other ------- Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Weapon Damage 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +12 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +40 (+6 eff.) Damage +35% darkness other ------- Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 3.0 Encumbrance T5 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Mag +6 Wil offense ------ Physical Crit +8.0% Spell Crit +5% Spellpower +27 (+4 eff.) Damage +30% physical other ------- Max mana +110.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Normal] Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+2 eff.) Damage +30% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+2 eff.) Damage +30% darkness defense ------ Resistance +15% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 staff 1H weapon [Ego+] Arcane/Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Con offense ------ Spell Crit +19% Spellpower +25 (+4 eff.) Damage +30% fire defense ------ Life Regen +1.40 Healmod +18% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 staff 1H weapon [Ego+] Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Con offense ------ Spell Crit +5% Spellpower +25 (+4 eff.) Damage +30% darkness defense ------ Defense +10 (+3 eff.) Life Regen +1.10 Healmod +20% other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 3.2 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 247.07 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 staff 1H weapon [Ego+] Arcane Weapon Damage 37.0 - 44.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +20 (+3 eff.) Damage +37% darkness Ignore resists +18% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 staff 1H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +18 Mag +20 Wil +19 Cun offense ------ Spell Crit +5% Spellpower +15 (+2 eff.) Spellpower/crit +16 Damage +30% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 Encumbrance staff 2H weapon [Plot Item] Unknown Weapon Damage 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 While equipped: offense ------ Spell Crit +10% Spellpower +20 (+3 eff.) Accuracy +20 (+8 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Arcane/Nature Weapon Damage 54.0 - 81.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +28 light Damage Against +35% Undead On-crit, radius 2 +56 acid +63 nature While equipped: offense ------ Ignore resists +35% acid +35% nature Ignore Armor +19 Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Normal] Weapon Damage 57.5 - 86.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Psionic Weapon Damage 15.5 - 24.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 70.0 - 112.0 Physical Uses 10% Mag, 130% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +18 Critical Rate +20.0% Attack Speed 100% Lifesteal +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con other ------- Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Rare] Arcane Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +27 fire On-Hit, radius 1 +27 blight +55 fire +27 darkness On Hit: * 27% chance to reduce damage dealt by 27% While equipped: offense ------ Damage +40% arcane defense ------ Resistance +27% blight Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Arcane/Psionic Weapon Damage 65.0 - 104.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +27 fire On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed swords. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego+] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +10% physical Accuracy +17 (+7 eff.) Ignore Armor +11 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Rare] Nature Weapon Damage 35.5 - 49.7 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +17 nature While equipped: Stats +6 Mag +10 Con offense ------ Mind Crit +6% Critical power +26.83% Mindpower +30 (+8 eff.) Damage +36% mind +18% lightning When Hit 13 mind defense ------ Resistance +20% temporal other ------- Psi when Hit +0.20 Light +4 Blunt and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +13 fire While equipped: offense ------ Global Speed +3% Ignore resists +9% fire Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego+] Nature Weapon Damage 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +11 blight On Hit: 20% Epidemic level 2 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 40 While equipped: defense ------ Disease Resist +19% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+3 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Unique] Arcane Weapon Damage 36.0 - 46.8 Physical Uses 55% Mag, 35% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +14.0% Attack Speed 100% On-hit +20 cold Damage Conversion 50% light While equipped: Stats +4 Cun +4 Mag offense ------ Spellpower +20 (+3 eff.) Damage +20% light other ------- Light +2 On Spell Hit: 10% Sun Flare level 4 Circle of Blazing Light: (Instant) Effective talent level: 5.5 Power cost 40 out of 50/50. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle lights up affected tiles, increases your positive energy by 5 each turn and deals 20.31 light damage and 43.97 fire damage per turn to everyone else within its radius. The circle lasts 8 turns. The damage will increase with your Spellpower. Magic from high above the clouds. This dagger serves good. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Rare] Arcane Weapon Damage 30.0 - 39.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +17 light Damage Against +25% Undead On-Hit, radius 1 +27 nature While equipped: defense ------ Defense +40 (+12 eff.) Resistance +27% blight +8% physical +7% arcane Crit Resistance 20.12% Spell save +24 (+3 eff.) Life +120.00 Healmod +27% Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Rare] Master Weapon Damage 29.0 - 37.7 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Damage +21% darkness +27% mind Accuracy +11 (+5 eff.) When Hit 13 mind On-Hit (Melee): * 27% chance to slow global speed by 61% * 27% chance to reduce damage dealt by 27% defense ------ Defense +13 (+4 eff.) Resistance +39% acid +20% temporal +27% light +18% nature Disarm Resist +42% Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego] Master Weapon Damage 40.5 - 52.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Accuracy +10 (+4 eff.) defense ------ Defense +11 (+3 eff.) Disarm Resist +44% Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+2 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 4.5 Power cost 40 out of 50/50. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 36.80 acid and 40.54 blight damage. If not cleared after five turns it will inflict 230.17 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 84% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Rare] Arcane Weapon Damage 38.5 - 50.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +24 mind +27 light On-Hit, radius 1 +20 fire While equipped: Stats +6 Wil offense ------ Mind Crit +6% Mindpower +35 (+9 eff.) Damage +33% lightning When Hit 13 lightning 13 light other ------- EQ when Hit +0.44 Psi when Hit +0.44 Max hate +13.42 Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Wil offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 8 mind 8 darkness Damage +6% mind +6% darkness defense ------ Spell save +6 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 10.0 - 11.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 14 acid 9 mind 9 darkness Damage +12% acid +7% mind +7% darkness Ignore resists +12% acid defense ------ Resistance +12% acid Life Regen +4.00 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Random Unique] Nature Weapon Damage 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +20 nature While equipped: Stats +3 Str +4 Mag +4 Wil +2 Cun +6 Con offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) On-Hit 17 acid 17 cold Damage +17% acid +16% cold +9% nature Ignore resists +17% acid +12% cold defense ------ Armor +17 Resistance +17% acid +13% cold +15% nature +9% blight Spell save +18 (+3 eff.) Life Regen +4.00 Disease Resist +22% other ------- Vim-on-crit +2.68 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T4 longbow 2H weapon Reqs Dex 35 [Ego++] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-crit, radius 2 +42 lightning +44 cold While equipped: offense ------ Physical Crit +20.0% Move Speed +54% Ignore resists +32% lightning +32% cold Accuracy +17 (+7 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Dex 30 [Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning level 3 While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+5 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+9 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 151 to 302 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Attack Speed 100% Damage Multiplier 50% Range +4 Projectile Speed +600% On-ranged-hit +5 physical Recursive +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 [Rare] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +27 lightning Uses 2.0 Steam While equipped: Stats +12 Str +10 Con offense ------ Steampower +12 (+4 eff.) Damage +20% physical When Hit 13 lightning On-Hit (Ranged): * 27% chance to gain 10% of a turn (3/turn limit) defense ------ Crit Resistance 20.12% Mind save +24 (+6 eff.) other ------- Max hate +13.42 Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 [Ego++] Nature/Disrupt/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +22 Wil +6 Cun +15 Con offense ------ Mindpower +15 (+4 eff.) On-Hit (Ranged): * 20 arcane resource burn defense ------ Life +110.00 other ------- Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T2 arrow ammo [Ego+] Arcane/Master Weapon Damage 34.5 - 48.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +15.5% Capacity 19 On-ranged-hit +17 light Damage Against +23% Undead On Critical: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Rare] Master Weapon Damage 68.5 - 82.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +17.5% Capacity 49 Projectile Speed +268% On-ranged-hit +27 light On-Hit, radius 1 +27 nature +27 physical While equipped: other ------- Reload +9 Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +13 Fatigue +8% Resistance +10% acid +10% fire +10% lightning +10% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Dex offense ------ Physical Crit +17.0% Physical Power +13 (+4 eff.) Ignore resists +34% physical On shield block: * Deals 226 light and fire damage to each enemy blocked When Hit 31 lightning defense ------ Armor +10 Fatigue +8% Resistance +20% lightning +12% fire +15% light +21% blight Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Max hate +13.42 Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag +6 Wil offense ------ Spell Crit +3% Spellpower +12 (+2 eff.) Spellpower/crit +3 Damage +10% arcane +10% temporal defense ------ Resistance +7% all Silence Resist +26% other ------- Max mana +23.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego] Arcane While equipped: offense ------ Damage +30% arcane defense ------ Resistance +15% all other ------- Max mana +98.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +9 Cun offense ------ Critical power +20.00% Spellpower +19 (+3 eff.) Damage +19% all defense ------ Resistance +15% all other ------- Hate-on-crit +4.00 Psi-on-crit +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T1 light armor [Ego++] Master While equipped: Stats +5 Str +5 Dex offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +6 (+2 eff.) defense ------ Armor +2 Defense +7 (+2 eff.) Fatigue +6% Physical save +8 (+2 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats +7 Dex offense ------ Move Speed +20% defense ------ Armor +6 Defense +16 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Rare] Master While equipped: offense ------ Damage +21% darkness On-Hit (Melee): * 27% chance to slow global speed by 61% defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +39% lightning +20% temporal +25% cold +24% nature +33% acid Spell save +24 (+3 eff.) Life +134.16 Life Regen +5.37 Teleport Resist +27% A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego++] Arcane/Master While equipped: Stats +8 Str +9 Dex offense ------ On-Hit 9 darkness On-Ranged-Hit 9 darkness defense ------ Armor +7 Defense +21 (+7 eff.) Fatigue +8% Resistance +24% darkness +26% temporal Physical save +14 (+3 eff.) Out-of-Phase Defense +25 Out-of-Phase Resistance +19% Out-of-Phase Resilience +18% Blink to a nearby random location (rad 11) Puts all charms on 25 turn cooldown A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +6.0% Critical power +18.00% Physical Power +9 (+3 eff.) On-Hit 16 acid 20 fire When Hit 15 acid 15 fire defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +24% acid +26% fire A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Rare] Master While equipped: offense ------ Damage +15% darkness +18% mind Ignore resists +30% cold When Hit 12 cold defense ------ Armor +8 Defense +20 (+6 eff.) Fatigue +8% Resistance +27% lightning +18% temporal +18% light +40% cold +24% nature +66% fire A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Rare] Master While equipped: Stats +9 Mag +13 Con offense ------ Critical power +26.83% Spellpower/crit +13 Damage +27% physical defense ------ Armor +8 Defense +20 (+6 eff.) Fatigue +8% Resistance +27% nature +10% physical Physical save +22 (+4 eff.) other ------- Vim-on-crit +2.68 Max mana +134.16 A suit of armour made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +18% acid Mind save +13 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Rare] Master While equipped: offense ------ Spell Crit +11% Spellpower +40 (+6 eff.) Spellpower/crit +13 Damage +36% temporal Ignore resists +34% acid +34% fire +34% arcane When Hit 13 blight defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +27% fire other ------- Mana-on-crit +2.68 A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Ego+] Arcane/Master While equipped: defense ------ Armor +17 Defense +4 (+1 eff.) Fatigue +12% Resistance +12% acid +12% physical +27% temporal +11% fire +10% lightning +12% cold A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Cun +8 Wil offense ------ Damage +9% temporal Ignore resists +34% temporal defense ------ Armor +29 Defense +4 (+1 eff.) Fatigue +12% Resistance +9% blight +25% cold +12% darkness Physical save +9 (+2 eff.) Mind save +22 (+6 eff.) Life +68.00 Life Regen +9.00 Healmod +18% A suit of armour made of mail. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training [Ego] Disrupt/Master While equipped: defense ------ Armor +13 Fatigue +22% Resistance +18% blight +18% nature +27% acid A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag offense ------ Spellpower +25 (+4 eff.) defense ------ Armor +50 Defense +40 (+12 eff.) Fatigue +70% Resistance +10% all Physical save +35 (+6 eff.) Spell save +35 (+5 eff.) Life +270.00 Life Regen +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 2.0 Encumbrance T5 feet armor [Ego] Master While equipped: defense ------ Armor +5 Fatigue -10% Physical save +15 (+3 eff.) other ------- Encumbrance +50 Stamina/turn +1.30 Max stamina +39.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +9 Mag offense ------ Critical power +25.00% Damage +24% blight +18% lightning Ignore Shields +40% defense ------ Armor +3 Fatigue +2% Resistance +27% lightning +18% fire +15% nature Spell save +21 (+3 eff.) other ------- Mana/turn +0.24 Spell cooldown 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+3 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +6.0% Physical Power +6 (+2 eff.) Ignore Armor +13 defense ------ Armor +5 Fatigue +4% other ------- Stamina/turn +1.30 Max stamina +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +4 Dex +20 Wil +4 Cun offense ------ Mind Crit +7% Mindpower +40 (+11 eff.) Damage +40% blight +18% temporal When Hit 13 mind defense ------ Armor +5 Fatigue +4% other ------- EQ when Hit +0.28 Max psi +60.00 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 5.9 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 194% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Master While equipped: Stats +9 Str +5 Dex +4 Wil +5 Cun offense ------ Spellpower +30 (+5 eff.) Spellpower/crit +13 Ignore resists +15% arcane +30% mind Ignore Armor +8 When Hit 10 blight defense ------ Armor +5 Fatigue +5% Resistance +15% blight +15% darkness Spell save +12 (+2 eff.) Mind save +15 (+4 eff.) other ------- Mana-on-crit +2.68 Vim-on-crit +2.68 Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 5.9 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 43 light damage to everyone else who enters. The circle lasts 6 turns. A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Dex +5 Cun +17 Lck offense ------ Physical Crit +7.0% Spell Crit +8% Mind Crit +8% Critical power +20.00% Damage +9% blight Ignore Armor +8 defense ------ Armor +17 Fatigue +5% Resistance +14% fire +12% light +14% cold Spell save +6 (+1 eff.) Mind save +12 (+3 eff.) Life +80.00 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature While equipped: Stats +8 Cun offense ------ Ignore resists +25% darkness +34% cold Accuracy +12 (+5 eff.) On-Hit (Melee): * 27 arcane resource burn When Hit: * 18% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +12 (+4 eff.) Fatigue +5% Resistance +27% lightning +15% temporal +15% light +9% blight +15% fire +30% cold +23% acid Spell save +24 (+3 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Arcane/Master While equipped: defense ------ Armor +10 Fatigue +5% Resistance +15% blight +14% darkness Spell save +13 (+2 eff.) Mind save +14 (+4 eff.) other ------- Infravision +4 Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 5.9 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 43 light damage to everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego] Nature/Master While equipped: Stats +10 Con defense ------ Armor +5 Fatigue +5% Resistance +20% light +19% darkness A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Ego] Master While equipped: Stats +10 Dex defense ------ Armor +9 Fatigue +5% other ------- Infravision +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Mag Damage +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 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 125 life when you use a salve. Attach on item worn on slot 'belt' Tinkers can be attached to normal items to improve them with steam power! |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +8 Wil offense ------ Damage +6% nature Accuracy +40 (+14 eff.) On-Hit (Melee): * 27% chance to reduce all saves and defense by 33 defense ------ Resistance +33% acid +11% nature +20% mind Physical save +18 (+3 eff.) Stun Resist +27% other ------- Max psi +40.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T5 wand charm [Ego+] Arcane While equipped: other ------- Wards +6 lightning +6 mind +6 arcane +6 acid Talents +1 Ward Fire a magical bolt dealing 560 acid damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Walking Disaster the Ghoul Adventurer level 45
56th Quantumnal 1337th year of Ascendancy at 12:17 see stats
By Walking Disaster the Ghoul Adventurer level 50
62nd Quantumnal 1337th year of Ascendancy at 12:03 see stats
By Walking Disaster the Ghoul Adventurer level 50
59th Quantumnal 1337th year of Ascendancy at 10:03 see stats
By Walking Disaster the Ghoul Adventurer level 50
61st Quantumnal 1337th year of Ascendancy at 15:41 see stats
By Walking Disaster the Ghoul Adventurer level 10
46th Quantumnal 1337th year of Ascendancy at 04:04 see stats
By Walking Disaster the Ghoul Adventurer level 20
50th Quantumnal 1337th year of Ascendancy at 15:59 see stats
By Walking Disaster the Ghoul Adventurer level 30
52nd Quantumnal 1337th year of Ascendancy at 02:05 see stats
By Walking Disaster the Ghoul Adventurer level 40
54th Quantumnal 1337th year of Ascendancy at 19:04 see stats
By Walking Disaster the Ghoul Adventurer level 50
57th Quantumnal 1337th year of Ascendancy at 02:18 see stats
By Walking Disaster the Ghoul Adventurer level 40
55th Quantumnal 1337th year of Ascendancy at 08:16 see stats
By Walking Disaster the Ghoul Adventurer level 11
47th Quantumnal 1337th year of Ascendancy at 02:04 see stats
By Walking Disaster the Ghoul Adventurer level 11
47th Quantumnal 1337th year of Ascendancy at 02:17 see stats
By Walking Disaster the Ghoul Adventurer level 50
61st Quantumnal 1337th year of Ascendancy at 15:11 see stats
By Walking Disaster the Ghoul Adventurer level 39
54th Quantumnal 1337th year of Ascendancy at 17:17 see stats
By Walking Disaster the Ghoul Adventurer level 11
47th Quantumnal 1337th year of Ascendancy at 02:04 see stats
By Walking Disaster the Ghoul Adventurer level 41
55th Quantumnal 1337th year of Ascendancy at 14:21 see stats
Log
Walking Disaster's spell attains critical power!
Walking Disaster is surging arcane power.
Vor, Grand Geomancer of the Pride HEALS from cold damage!
Walking Disaster converts some damage to Psi!
Thunderstorm hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 fire, 0 cold, 0 lightning, 0 arcane (0 total damage).
Spikes of Decrepitude hits Orc cryomancer for 43 fire, 31 cold, 43 lightning, 34 arcane, 43 fire, 31 cold, 43 lightning, 34 arcane (303 total damage).
Spikes of Decrepitude hits Vor, Grand Geomancer of the Pride for (31 to time), 0 fire, (27 to time), 0 cold, 59 healing, (35 to time), 0 lightning, (27 to time), 0 arcane, (31 to time), 0 fire, (27 to time), 0 cold, 59 healing, (35 to time), 0 lightning, (27 to time), 0 arcane (0 total damage) [118 healing].
Spikes of Decrepitude hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 fire, 0 cold, 0 lightning, 0 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane (0 total damage).
Burning from Vor, Grand Geomancer of the Pride hits Walking Disaster for (40 resilience), 8 to psi, 375 fire (383 total damage).
Walking Disaster receives 257 healing (143 psi heal) from Temporal Restoration Field.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for (31 to time), (4 to time), 0 fire (0 total damage).
Walking Disaster shrugs off the effect 'Wet'!
Walking Disaster converts some damage to Psi!
Mirror Image (Vor, Grand Geomancer of the Pride)'s Ice Shards hits Walking Disaster for 12 to psi, 36 cold (48 total damage).
Vor, Grand Geomancer of the Pride casts Flame.
Vor, Grand Geomancer of the Pride's spell attains critical power!
Mirror Image (Vor, Grand Geomancer of the Pride) casts Flame.
Walking Disaster is no longer surging arcane power.
Vor, Grand Geomancer of the Pride roars triumphantly.
Walking Disaster converts some damage to Psi!
Mirror Image (Vor, Grand Geomancer of the Pride) hits Walking Disaster for 11 to psi, 34 fire (45 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Walking Disaster for 8 to psi, 126 fire (134 total damage).
Vor, Grand Geomancer of the Pride hits Walking Disaster for (199 resilience), 79 to psi, 250 fire (329 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Walking Disaster for 28 to psi, 89 fire (118 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 fire damage.
Walking Disaster's desolate waste area effect hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 fire, 0 cold, 0 lightning, 0 arcane (0 total damage).
Walking Disaster's desolate waste area effect hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 fire, 0 cold, 0 lightning, 0 arcane (0 total damage).
Walking Disaster the level 50 ghoul adventurer was combusted to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.
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The furious lightning storm around Walking Disaster calms down and disappears.
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QUICK Campaign Zones
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Trollmire
Heart of the Gloom
The Maze
Daikara: Volcano
Dreadfell
Gorbat Pride
Vor Pride
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QUICK Campaign Perks
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1: Rune: Shatter Afflictions
2: Talents: Track/Heightened Senses
3: Artifact: Bloodcaller
4: Sandqueen Heart: Corrupt
5: Rune: Dissipation
6: Finale: Increased Resistances
7: Rune: Reflection