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. 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. Stone Warden Race Unlock 1.7.2Removes race lock from stone warden that prevents creation of non-dwarf stone wardens. 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. Octopodes 1.7.6Adds a variety of random youkai that have weird and/or stupid quirks, generally pertaining to equipment slots. Takonyudo (octopode): namesake of the addon. Start with poison unlocked. 4 weapon and 4 offhands, 8 rings, and no armor except helmet. Hinnagami (vengeful grave soil golem): equip any weapon, armor, or jewelry you like, but the total quantity of items you can equip is limited by level. Takanyudo (giant): too big to wear any armor or jewelry, but they can wear 5 gloves like little finger hats. Also high life rating and size category. Mekurabe (pile of skulls): 16 head slots and no other armor. Roll around stealthily as a bunch of heads, then assemble yourself to frighten anyone you stare at. Kyorinrin (sentient scroll): no armor slots. Gain stats and extra talent levels by picking up lore pieces depending on how long the lore scrap was. Aoandon (lantern spirit): no armor slots. Gain stats by picking up lore pieces, and walk around with an AoE terror aura that reduces power and saves. 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. 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. Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level 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. Command Staff Tweak 1.7.5Alters the Command Staff talent effect. When you command a staff, it will change the attack damage type of the staff along with the damage increase type causing melee attacks made with the staff to be dealt as the chosen damage type. Pre-Paid Hiemal Shield 1.7.0If you capture a soul via Soul Leech (or other method) while you are at maximum soul capacity and your Hiemal Shield is depleted, allows you to store the soul in a temporary Hiemal Buffer to be used to pay the soul cost the next time your Hiemal Shield regenerates (normal mana costs still apply). [License note: This addon uses modified versions of images by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. Points, Horrific Points 1.7.4Guarantees rewards from The Place Which Does Not Exist (PWDNE) by giving points for passing each level. Entering level 1 grants a class point, entering level 2 while knowing the first lore piece grants a generic point, entering level 3 while knowing the first and second pieces of lore grants a category point, and the first entry into the Home Which Is Not while knowing all three lore pieces grants you a prodigy point. astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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- Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
True Full Respec Mastery Boost 1.7.6Allow 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. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. 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. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Doombringer Destroyer Reskin 1.7.6This allows Doombringers to select a different Destroyer form than just the Champion of Uhr'rok. Nothing against the Champ, but maybe some characters wanna look a little different when they hulk out. Now, the Destroyer can use any of the various demonic appearances, or even a number of non-demonic forms: a faeros of one size or another, a phoenix, and quite a bit more. Even dragons! (Wyrmics, you had your chance.) The text of Destroyer has been very slightly tweaked to reflect the more general and/or personal effect. I mostly aimed to include fire-elemental stuff, given the class, but there are some selections that don't really slot into either "demon" or "fire" — i.e., if you wanna morph into a big sandworm, that's also cool. There are two ways to configure this addon, both only visible to Doombringers:
I suspect the chosen setting will likely also impact the temporary Destroyer mode granted randomly by demon statues, too, though that's one thing I haven't tested. This addon has no mechanical component; it's purely cosmetic. It is also very easy to fork and extend, if desired; just add a new entry — a name and a filename — to the Width-variant tiles are not currently supported. --- CHANGELOG:
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. 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: 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: Starting Prodigy Remixed 1.0.4Prodigies have no level requirements and lessened stat requirements - and all characters start with one. 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.
Barbarian Evolution for Berserker 1.7.6Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Yakri's Stat Changes v2 1.7.6My personal twist on and combination of "TLR's Stat changes" by thelastraven, "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. We're pretty far down the rabbit hole of modding other modders mods here. I decided to make yet another variant here because I wanted a power up to some underwhelming builds However, this mod went much too far for my liking in terms of generic power boost, so I'm releasing my own version which mainly has changes Leveling changes: Level 2 is a "double" level, granting double the normal points (6 stat, 2 class/generic points) Max life per point increased from 4 to 5. Added 0.05 life regen/turn per point. Added 0.5 Stamina per point. I just tweaked some values, all credit goes to TLR, Chaotic Heretic, and Raenarill. 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 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. 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.) 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. |
Campaign | quick |
Mode | Madness Adventure |
Sex | Male |
Race | Takonyudo |
Class | Adventurer (Barbarian) |
Level / Exp | 25 / 15% |
Size | small |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 3 on the 42nd Quantumnal 1337th year of Ascendancy at 22:23 4 / 2Killed by shadow at level 11 on the 46th Quantumnal 1337th year of Ascendancy at 00:12 |
Primary Stats
Strength | 54 (base 12) |
Dexterity | 70 (base 12) |
Constitution | 26 (base 12) |
Magic | 82 (base 55) |
Willpower | 63 (base 23) |
Cunning | 71 (base 55) |
Resources
Mana | 459/469 |
Negative | 122/122 |
Vim | 196/196 |
Life | 372/372 |
Stamina | 348/353 |
Psi | 424/430 |
Healing Factor | 1.8716586254954 |
Regeneration | 3.4625684571666 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 20.049844718999 |
Infravision | 5 |
See Stealth | 43.470336367031 |
See Invisible | 67.470336367031 |
Offense: Mainhand
Damage | 74 |
Accuracy | 56 |
Crit Chance | 43% |
APR | 4 |
Speed | 1.00 |
Damage | 83 |
Accuracy | 56 |
Crit Chance | 43% |
APR | 4 |
Speed | 1.00 |
Damage | 74 |
Accuracy | 56 |
Crit Chance | 43% |
APR | 4 |
Speed | 1.00 |
Damage | 68 |
Accuracy | 56 |
Crit Chance | 42% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 41 |
Accuracy | 56 |
Crit Chance | 42% |
APR | 3 |
Speed | 1.00 |
Damage | 45 |
Accuracy | 56 |
Crit Chance | 42% |
APR | 3 |
Speed | 1.00 |
Damage | 41 |
Accuracy | 56 |
Crit Chance | 42% |
APR | 3 |
Speed | 1.00 |
Damage | 37 |
Accuracy | 56 |
Crit Chance | 42% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 80% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Acid | +63% |
Blight | +27% |
Arcane | +40% |
Mind | +18% |
All | 0% |
Lightning | +21% |
Light | +28% |
Temporal | +27% |
Physical | +20% |
Darkness | +206% |
Fire | +78% |
Nature | +40% |
Offense: Damage Penetration
Darkness | +30% |
Acid | +40% |
Light | +40% |
Temporal | +34% |
Blight | +34% |
Arcane | +34% |
Mind | +25% |
Lightning | +34% |
Defense: Base
Armour (hardiness) | 30 (44%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 47.3 |
Spell Save | 45.76 |
Mental Save | 55 |
Defense: Resistances
Acid | + 64%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 15%( 70%) |
All | + 4%( 70%) |
Physical | + 15%( 70%) |
Lightning | + 16%( 70%) |
Light | + 70%( 70%) |
Temporal | + 26%( 70%) |
Darkness | + 18%( 70%) |
Mind | + 23%( 70%) |
Fire | + 70%( 70%) |
Nature | + 63%( 70%) |
Defense: Immunities
Stun Resistance | 27% |
Bleed Resistance | 27% |
Pinning Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 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 886 damage for 8 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 1428% for 10 turns (36 total) and instantly restoring 71 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 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 82 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. |
Runes | Effective talent level: 1.0 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 849 damage for 8 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 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 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Strength stat. |
Class Talents
Cursed / Predator | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Psionic / Solipsism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Malice | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Corruption / Vile life | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Force | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Restoration | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Savage Hunter |
talent | Augmentation |
talent | Shielding |
talent | Beyond the Flesh |
beneficial effect | Hunting: Marked Prey6% Received damage reduction against: - Treant |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+15% global speed). Clarity |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 30% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | Parrying melee and ranged attacks: Has a 36% chance to deflect up to 16 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
Quests
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
Equipment
Tool | ![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +12 Str +9 Mag +8 Wil offense ------ Damage +15% blight +39% fire +8% nature defense ------ Resistance +13% nature +27% fire Crit Resistance 20.12% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Unique] Arcane While equipped: offense ------ On-Hit 5 acid On-Ranged-Hit 5 acid Damage +10% acid When Hit 5 acid defense ------ Resistance +10% acid Corrosive Vapour: Effective talent level: 1.0 Power cost 30 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 26.77 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +4 Dex +4 Con offense ------ Physical Crit +9.0% Damage +12% nature +21% lightning Ignore resists +25% mind Accuracy +35 (+7 eff.) When Hit 13 lightning 8 mind defense ------ Armor +8 Resistance +24% nature Physical save +12 (+3 eff.) other ------- Stamina/turn +4.02 Max stamina +40.25 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +12 Dex +6 Mag +20 Wil offense ------ Damage +12% acid +27% temporal Ignore resists +34% temporal On-Hit (Melee): * 27% chance to reduce armor by 37% defense ------ Resistance +24% acid other ------- Light +4 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil +5 Cun offense ------ Spellpower +9 (+2 eff.) On-Hit 14 physical On-Ranged-Hit 17 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 23 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 23 other ------- Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.6 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +11 Cun offense ------ On-Hit 11 physical On-Ranged-Hit 14 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 23 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 23 defense ------ Defense +12 (+3 eff.) other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.9 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Mind Crit +10% Damage +14% acid +15% fire +18% mind defense ------ Defense +40 (+10 eff.) Resistance +28% acid +36% fire +15% darkness Crit Resistance 20.12% Mind save +24 (+7 eff.) Unlife -107.33 life Disease Resist +27% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +14% temporal Pinning Resist +24% Knockbk Resist +25% Amulets make your neck look great! |
In main hand | ![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Darkness 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 +3% Spellpower +9 (+2 eff.) Damage +20% darkness defense ------ Armor +8 Hardiness +8% Physical save +8 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
In main hand | ![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 28.0 - 33.6 Darkness 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 +3% Spellpower +13 (+3 eff.) Damage +50% darkness Ignore resists +30% darkness When Hit 10 nature On-Hit (Melee): * 27% chance to reduce damage dealt by 19% defense ------ Resistance +11% physical +7% arcane +24% nature Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
In main hand | ![]() 5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 20.0 - 24.0 Darkness 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 +25% Spellpower +9 (+2 eff.) Damage +12% blight +9% fire +20% darkness defense ------ Armor +9 Defense +10 (+3 eff.) Resistance +15% light +9% temporal Crit Resistance 20.12% Mind save +9 (+3 eff.) Unlife -100.00 life Life +134.16 Stun Resist +27% other ------- Wards +3 darkness Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
In main hand | ![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 15.0 - 18.0 Darkness Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +9 Str +6 Wil offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +18% light +15% darkness Ignore resists +34% lightning +20% light +20% acid defense ------ Defense +9 (+2 eff.) Resistance +24% light other ------- Light +4 Infravision +4 See Invisibility +24 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.6 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 7 that illuminates the area and deals 161.05 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. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(120 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
In off hand | ![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Darkness Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +6 (+1 eff.) Damage +15% darkness defense ------ Armor +5 Hardiness +6% Physical save +15 (+4 eff.) Spell save +9 (+2 eff.) Mind save +9 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
In off hand | ![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 21.0 - 25.2 Darkness Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +6 Mag offense ------ Spell Crit +2% Spellpower +10 (+2 eff.) Spellpower/crit +13 Damage +40% arcane +20% nature +21% darkness Ignore resists +34% arcane +34% blight When Hit 12 arcane defense ------ 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. |
In off hand | ![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Darkness Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +14.00% Spellpower +6 (+1 eff.) Damage +45% darkness +27% acid Ignore resists +20% light +20% acid When Hit 13 darkness On-Hit (Melee): * 27% chance to reduce all saves and defense by 23 other ------- Light +4 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
In off hand | ![]() 5.0 Encumbrance T1 staff 2H weapon [Ego+] Nature Weapon Damage 10.0 - 12.0 Darkness Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +1% Spellpower +8 (+2 eff.) Damage +10% darkness defense ------ Life Regen +0.80 Healmod +14% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +17 Dex +5 Con offense ------ Physical Crit +8.0% Mind Crit +5% Critical power +26.83% Damage +15% fire defense ------ Defense +2 (+1 eff.) Resistance +38% fire +11% cold Mind save +12 (+4 eff.) A pointy cloth hat, very wizardly... |
Psionic focus | ![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Darkness Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Crit +4.0% Spell Crit +1% Critical power +20.00% Spellpower +3 (+1 eff.) Damage +10% darkness +20% physical defense ------ Defense +47 (+11 eff.) Resistance +12% lightning +20% mind Cut Resist +27% other ------- Max psi +60.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.3 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 6 that illuminates the area and deals 118.82 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. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 24 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.0 steam per turn. Can be activated for an instant burst of 95 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 809% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 8 Cooldown: 13 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 26%, your defense is increased by 26 and all your resistances by 26%. 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Range 10 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 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 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Dexterity 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: 13 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 2015% for 10 turns (50 total) and instantly restoring 101 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning 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 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] A special shot filled with antimagic sap. Requires talents: - Explosives (2) - Therapeutics (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude antimagic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Antimagic Shell Effective talent level: 1.0 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 antimagic shot with your steamgun(s) at a target for 100% normal weapon damage. The shot will release antimagic sap on the target, doing 93.23 arcane resource burn damage. This talent does not use ammo as it is the ammo. Sap damage 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 Reqs Create Tinker [Normal] [can be learnt] Just what you need to support your back when lifting heavy things; like armour, weapons or Yetis. Requires talents: - Smith (1) - Mechanical (1) Requires ingredients: - lump of iron (2) Example Item: iron back support 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Fatigue -4% other ------- Encumbrance +10 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 Reqs Create Tinker [Normal] [can be learnt] 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: 1.0 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 139% weapon damage as acid. The acid released by the shot will also corrode the target, reducing its accuracy, defense and armour by 19. 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 Reqs Create Tinker [Normal] [can be learnt] 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 10] 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 (10% 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 Reqs Create Tinker [Normal] [can be learnt] This mesh of fungal threads absorbs nutrients for salves to provide you with added healing! Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (5) Example Item: simple fungal web 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 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! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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: 1.0 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 3 are itchy for 1 turns, causing them to fail talents 12% 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 Reqs Create Tinker [Normal] [can be learnt] A powerful salve that steels your body for a while, letting you survive below 0 life while increasing resistances. To be used with the medical injector implant. Requires talents: - Therapeutics (1) Requires ingredients: - sandworm tooth (2) - stack of herbs (viperweed) (3) Example Item: simple pain suppressor salve [power 107] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -107 life and reduces all damage by 11% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 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 Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] 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: 1.0 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 14 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 100%. Each movement will leave a trail of flames doing 69.56 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 Reqs Create Tinker [Normal] [can be learnt] Protects your armour from nasty corrosives like swamp, sea spray, acids, orc sweat, drake saliva... Requires talents: - Smith (1) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude rustproof coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Resistance +10% acid 10% chance to avoid a detrimental acid subtype effect. 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 Reqs Create Tinker [Normal] [can be learnt] A special shot that slices 'n' dices. Requires talents: - Explosives (1) - Mechanical (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude saw shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Saw Shell Effective talent level: 1.0 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 steamsaw shot with your steamgun(s) at a target for 162% physical weapon damage. The steamsaw will cut into the target, doing 81% physical weapon damage over 5 turns. This talent does not use ammo as it is the ammo.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 Reqs Create Tinker [Normal] [can be learnt] Not only does it help seal wounds, protecting you from bleeding and enhancing your healing, it also protects from armour chafe! Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) Example Item: simple second skin 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +2.00 Poison Resist +30% Disease Resist +30% Cut Resist +30% 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 Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] 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: 1.0 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 99.61 nature damage over 5 turns. The cannister has 249 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 Reqs Create Tinker [Normal] [can be learnt] Blight is not dirty to a Tinker, it is useful! By combining blighted materials with a simple mechanical gun, you can fire a low damaging attack that infects foes with terrible diseases. Requires talents: - Smith (3) Requires ingredients: - chunk of ghoul flesh (7) - lump of iron (8) Example Item: iron viral needlegun 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Viral Needlegun Effective talent level: 1.0 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a cone of blighted needles, hitting everything in a frontal cone of radius 3 for 30.49 physical damage. Each creature hit has a 28% chance of being infected by a random disease, doing 9.28 blight damage and reducing either Constitution, Strength or Dexterity by 4 for 20 turns. The damage and disease effects increase 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 Reqs Create Tinker [Normal] [can be learnt] A special shot that releases electricity on impact. Requires talents: - Explosives (2) - Electricity (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: crude voltaic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Voltaic Shell Effective talent level: 1.0 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 voltaic shot with your steamgun(s) at a target for 100% weapon damage as lightning. The shot will release powerful electrical currents at up to 1 nearby enemies. Each bolt does 80.43 lightning damage. This talent does not use ammo as it is the ammo. Bolt damage 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. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Darkness Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +7% Critical power +38.83% Physical Power +40 (+9 eff.) Spellpower +3 (+1 eff.) Damage +20% cold +10% darkness +12% light Ignore resists +25% light defense ------ Resistance +27% darkness other ------- Max stamina +40.25 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Nature/Master Weapon Damage 10.0 - 12.0 Lightning Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Critical power +12.00% Spellpower +3 (+1 eff.) Damage +10% lightning defense ------ Defense +7 (+2 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.6 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 7 that illuminates the area and deals 161.05 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. |
![]() 5.0 Encumbrance T2 staff 1H weapon [Ego+] Arcane/Master Weapon Damage 15.0 - 18.0 Blight 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 +2% Spellpower +18 (+4 eff.) Damage +15% blight other ------- Mana/turn +0.26 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 T3 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 20.0 - 24.0 Darkness 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 ------ Physical Crit +7.0% Spell Crit +7% Physical Power +11 (+3 eff.) Spellpower +17 (+4 eff.) Damage +15% temporal +20% darkness +6% mind Ignore resists +10% darkness Accuracy +11 (+3 eff.) defense ------ Armor +17 Defense +10 (+3 eff.) Resistance +12% lightning +18% darkness +9% blight +6% cold +7% arcane Life +100.00 Disarm Resist +20% other ------- Wards +3 darkness Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] 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: offense ------ Spell Crit +3% Spellpower +21 (+4 eff.) Damage +20% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Master Weapon Damage 31.5 - 47.2 Physical Uses 72% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Ignore resists +16% all Accuracy +39 (+8 eff.) Ignore Armor +14 defense ------ Defense +16 (+4 eff.) Disarm Resist +53% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Nature Weapon Damage 21.0 - 33.6 Physical Uses 72% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +13 Con +13 Wil defense ------ Life +56.00 Massive two-handed swords. |
![]() 12.0 Encumbrance T3 greatsword 2H weapon [Unique] Psionic Weapon Damage 49.0 - 78.4 Physical Uses 77% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +9.0% Attack Speed 100% On-hit +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego] Master Weapon Damage 34.0 - 54.4 Physical Uses 72% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +16 (+4 eff.) defense ------ Defense +16 (+4 eff.) Disarm Resist +52% Massive two-handed swords. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego] Disrupt/Master Weapon Damage 26.0 - 36.4 Physical Uses 60% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Damage Against +16% Unnatural While equipped: Stats +4 Wil offense ------ Accuracy +11 (+3 eff.) defense ------ Defense +11 (+3 eff.) Disarm Resist +36% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego++] Nature Weapon Damage 20.5 - 28.7 Physical Uses 60% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +9 Str +8 Dex +9 Mag +20 Wil +8 Cun +20 Con defense ------ Life +70.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 12.0 - 16.8 Physical Uses 60% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +6 Str +13 Con offense ------ Critical power +26.83% Physical Power +15 (+4 eff.) Accuracy +7 (+2 eff.) Ignore Armor +13 When Hit 10 lightning defense ------ Defense +7 (+2 eff.) Physical save +15 (+4 eff.) Unlife -100.00 life Disarm Resist +26% Teleport Resist +27% Blunt and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Nature Weapon Damage 10.5 - 13.7 Physical Uses 30% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +27 lightning +8 nature +27 mind On Hit: * 27 arcane resource burn While equipped: offense ------ Ignore resists +34% mind On-Hit (Melee): * 27% chance to reduce armor by 37% * 27 arcane resource burn * 27% chance to reduce all saves and defense by 23 defense ------ Resistance +30% lightning +21% cold +27% acid Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego++] Master/Psionic Weapon Damage 12.5 - 16.2 Physical Uses 30% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +4 Con offense ------ Physical Power +7 (+2 eff.) Ignore resists +9% physical defense ------ Disarm Resist +18% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 29.0 - 37.7 Physical Uses 30% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +9.0% Attack Speed 100% On-crit, radius 2 +29 acid +29 nature On Critical: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +11.0% Physical Power +36 (+9 eff.) Damage +12% temporal +15% physical Ignore resists +17% acid +17% nature Accuracy +11 (+3 eff.) Ignore Armor +11 defense ------ Armor +8 Defense +8 (+2 eff.) Resistance +9% temporal Physical save +15 (+4 eff.) Disarm Resist +38% Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +27 mind +27 light On-Hit, radius 1 +20 nature While equipped: Stats +5 Cun offense ------ Mind Crit +13% Mindpower +4 (+1 eff.) Damage +40% nature On-Hit (Melee): * 27% chance to slow global speed by 50% defense ------ Resistance +15% light Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +5 (+1 eff.) other ------- EQ when Hit +1.10 Light +4 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T1 steamsaw 1H weapon Reqs Steam Pool [Rare] Nature/Steamtech Weapon Damage 10.5 - 15.8 Phys.bleed Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +1.5% Attack Speed 100% Block +14 On-hit +8 nature On-crit, radius 2 +16 mind Uses 1.0 Steam While equipped: Stats +9 Mag offense ------ Critical power +26.83% Ignore resists +34% physical When Hit 12 mind defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% Resistance +12% light Mind save +18 (+5 eff.) Healmod +20% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 Encumbrance T2 sling 1H weapon [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +11 acid While equipped: Stats +4 Str offense ------ Physical Power +9 (+2 eff.) Damage +12% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 12.5 - 17.5 Physical Uses 30% Wil, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Normal] Weapon Damage 21.0 - 25.2 Physical Uses 92% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 20 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Rare] Master Weapon Damage 32.0 - 38.4 Physical Uses 92% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +14 Critical Rate +4.5% Capacity 22 Projectile Speed +268% While equipped: other ------- Reload +5 Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T1 shield armor [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +3 Mag offense ------ Damage +12% light +12% darkness On shield block: * Deals 144 light and fire damage to each enemy blocked defense ------ Armor +2 Fatigue +8% Resistance +7% fire +19% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T2 shield armor [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 7 acid When Hit 9 acid defense ------ Armor +4 Fatigue +8% Resistance +9% acid +9% fire +9% lightning +9% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Ego] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 When Hit: * 23% chance to reduce all saves and defense by 23 defense ------ Armor +6 Fatigue +8% Resistance +15% mind other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Ego+] Nature/Disrupt While equipped: offense ------ When Hit: * 5% chance to slow global speed by 50% * 5 arcane resource burn defense ------ Resistance +7% blight +7% all Life +52.00 Life Regen +2.30 Healmod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +18% fire defense ------ Resistance +9% all +27% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con defense ------ Armor +6 Defense +8 (+2 eff.) Ranged Defense +4 (+1 eff.) Fatigue +8% Resistance +20% nature +25% arcane Spell save +18 (+5 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Master While equipped: offense ------ Physical Crit +5.0% Critical power +16.00% Physical Power +8 (+2 eff.) defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +8% physical Physical save +19 (+5 eff.) Life Regen +4.50 other ------- Stamina/turn +1.70 A suit of armour made of leather. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Life +56.00 Life Regen +7.00 Healmod +16% A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Psionic While equipped: Stats +4 Cun defense ------ Armor +16 Defense +14 (+4 eff.) Fatigue +12% Mind save +19 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Nature While equipped: Stats +4 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +22% blight +22% darkness other ------- Light +2 A suit of armour made of mail. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 55% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Con offense ------ Damage +18% fire Ignore resists +34% fire +50% temporal +34% arcane +16% darkness When Hit 13 lightning 6 temporal On-Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +3% Resistance +31% temporal +11% fire +22% darkness +8% cold Out-of-Phase Defense +19 Out-of-Phase Resistance +16% Out-of-Phase Resilience +22% Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.9 Power cost 25 out of 25/25. Range 9 Cooldown: 22 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Physical Power +11 (+3 eff.) On-Hit 9 physical Damage +6% physical defense ------ Armor +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Dex offense ------ Spell Crit +6% Spellpower +9 (+2 eff.) Accuracy +16 (+4 eff.) defense ------ Armor +2 other ------- Mana/turn +0.22 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 9 lightning Damage +5% lightning defense ------ Armor +2 Resistance +7% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 fire Damage +30% mind +6% fire Ignore resists +34% cold +30% fire On-Hit (Melee): * 27% chance to reduce armor by 37% defense ------ Armor +2 Fatigue +3% Resistance +24% acid +27% cold +15% mind +47% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
Achievements
By Doomtako the Takonyudo Adventurer level 10
45th Quantumnal 1337th year of Ascendancy at 03:49 see stats
By Doomtako the Takonyudo Adventurer level 20
48th Quantumnal 1337th year of Ascendancy at 14:31 see stats
By Doomtako the Takonyudo Adventurer level 21
49th Quantumnal 1337th year of Ascendancy at 13:55 see stats
By Doomtako the Takonyudo Adventurer level 3
42nd Quantumnal 1337th year of Ascendancy at 22:23 see stats
By Doomtako the Takonyudo Adventurer level 14
46th Quantumnal 1337th year of Ascendancy at 07:46 see stats
Log
Talent Track is ready to use.
Doomtako uses Track.
Talent Track is ready to use.
Doomtako uses Track.
Talent Track is ready to use.
Doomtako uses Track.
There is a way to the previous level here (press '' or right click to use).
Ran for 61 turns (stop reason: at exit).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Talent Track is ready to use.
Doomtako uses Track.
Talent Track is ready to use.
Doomtako uses Track.
Talent Track is ready to use.
Doomtako uses Track.
There is a way to the lake of Nur here (press '' or right click to use).
Ran for 61 turns (stop reason: at exit).
--------------------------------
Doomtako deactivates Beyond the Flesh.
Doomtako activates Beyond the Flesh.
Doomtako deactivates Augmentation.
Doomtako activates Augmentation.
Doomtako deactivates Shielding.
Doomtako activates Shielding.
Doomtako deactivates Savage Hunter.
Doomtako activates Savage Hunter.
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QUICK Campaign Zones
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Trollmire
Heart of the Gloom
The Maze
Old Forest
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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