
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines 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: Forbidden Cults 1.5.9Official 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.
|
Campaign | Orcs |
Mode | Insane Adventure |
Sex | Male |
Race | Kruk Yeti |
Class | Psyshot |
Level / Exp | 50 / 1566% |
Size | medium |
Lifes / Deaths | Killed by Atndi the shalore at level 40 on the 31st Remembrance 125th year of Ascendancy at 19:17 6 / 1 |
Primary Stats
Strength | 112 (base 60) |
Dexterity | 55 (base 29) |
Constitution | 57 (base 10) |
Magic | 20 (base 10) |
Willpower | 97 (base 60) |
Cunning | 101 (base 60) |
Resources
Life | 1467/1467 |
Steam | 100/100 |
Equilibrium | 0 |
Psi | 139/162 |
Healing Factor | 1.3105726872247 |
Regeneration | 5.8320484581499 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 10 |
Infravision | 2 |
ESP Range | 20 |
ESP Kinds | humanoid, demon/minor, demon/major, giant |
Offense: Mainhand
Damage | 115 |
Accuracy | 46 |
Crit Chance | 51% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 111 |
Accuracy | 60 |
Crit Chance | 49% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Mind | +30% |
Physical | +35% |
Fire | +37% |
All | +18% |
Offense: Damage Penetration
Physical | +22% |
Mind | +15% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 69.335093952971 (63.103448275862%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 24 |
Physical Save | 47 |
Spell Save | 49 |
Mental Save | 48 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Physical | + 64%( 70%) |
Cold | + 68%( 70%) |
All | + 57%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Mind | + 68%( 70%) |
Darkness | + 68%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Pinning Resistance | 50% |
Knockback Resistance | 40% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 86% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.5 steam per turn. Can be activated for an instant burst of 107 steam. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 176% efficiency and cooldown mod of 52%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 197% efficiency and cooldown mod of 57%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Wild-gift / Mindstar mastery | 0.80 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Molten Iron Blood |
talent | Automated Cloak Tessellation |
talent | Mechanical Arms |
talent | Gestalt |
talent | Chant of Fortress |
talent | Embedded Restoration Systems |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% ---------- misc Talents +5 Rocket Boots These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (127 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (214 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Arcane/Master/Psionic Power 55.5 - 66.6 Physical Uses 40% Wil, 50% Cun, 70% Dex Acc+ +0.1% dam / acc Acc +24 Apr +6 Crit +7.0% Capacity 21 Ranged+ +8 acid +13 cold +8 nature On Crit.r2 +12 nature +4 acid On Hit: * 25% chance to put talents on cooldown While equipped: ---------- misc Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +5 Con +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +27.00% Phys.pwr +9 (+1 eff.) Dmg.mod +12% mind Res.pen +15% mind ----- def ----- Defense +12 (+5 eff.) Resists +12% blight Phys.save +17 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +17 (+5 eff.) HP.reg +4.20 ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con dps ---------- Acc +25 (+8 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Light +7 A Helmet. But with steam power! |
On hands | ![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +1 Sand Shredder Gauntlets. But with steam power! |
Tool | ![]() 2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Str +5 Wil +10 Con dps ---------- Spell.crit +5% Phys.pwr +14 (+2 eff.) Melee Ret 8 arcane On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Max.mana +80.00 Max.vim +20.00 Rings can have magical properties. |
Around neck | ![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Wil +8 Cun +4 Con dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +24% light +26% darkness Blind- +36% ---------- misc Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
In main hand | ![]() 4.0 T5 steamgun 1H weapon [Rare] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Psyshot Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% On Hit.r1 +6 darkness +4 light On Crit.r2 +4 nature +6 darkness On Hit: * 45% chance to blind * Slows global speed by 45% * flashes light on your target dealing 139 damage Uses 2.0 Steam While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +17% physical Res.pen +22% physical ----- def ----- Resists +15% nature +12% light Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 15.5 - 17.1 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * flashes light on your target dealing 137 damage While equipped: Stats +7 Cun dps ---------- Mind.crit +5% Crit.mult +39.00% Mind.pwr +10 (+2 eff.) Dmg.mod +9% fire Melee Ret 20 fire ----- def ----- Armour +10 Resists +15% acid +15% fire +12% cold Spell.save +20 (+6 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+4 eff.) Resists +30% lightning Stun/Frz- +50% ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 7 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +15 Str +13 Dex +10 Mag +10 Wil +10 Cun +14 Con ----- def ----- Armour +18 Defense +10 (+4 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 62.71 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 85% efficiency and cooldown mod of 86%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 128% efficiency and cooldown mod of 50%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 98%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 98%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 181% efficiency and cooldown mod of 83%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 147% efficiency and cooldown mod of 80%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 195% efficiency and cooldown mod of 75%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.5 steam per turn. Can be activated for an instant burst of 27 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.4 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 19.8 steam per turn. Can be activated for an instant burst of 98 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.6 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.7 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 84 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 263 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 507 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. 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 ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 877% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 830% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 542% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1006% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 418% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 11 turns. While Heroism is active, you will only die when reaching -622 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. While Heroism is active, you will only die when reaching -429 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1589% for 10 turns and instantly restoring 79 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 ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1141% for 10 turns and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. 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 ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 247.09 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 69 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 347.43 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 657 damage for 5 turns. 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 ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 86 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 188.41 to 565.22 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +5% nature +20% temporal ----- def ----- Resists +3% temporal +5% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego++] Nature While equipped: Stats +5 Lck dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Unseen.red 11% Blind- +10% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: ----- def ----- Resists +6% blight +15% acid Crit.dmg- 15.00% Phys.save +6 (+2 eff.) Blind- +20% Disease- +15% Stun/Frz- +10% ---------- misc Masteries +0.21 Steamtech/Avoidance Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Res.pen +10% darkness Melee Ret 8 mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +20% darkness Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% acid +6% mind Res.pen +10% mind ----- def ----- Resists +21% lightning +9% physical +15% light +9% acid +3% mind +17% darkness Blind- +31% Stun/Frz- +28% ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+8 eff.) Steampwr +40 (+8 eff.) Spell.pwr +40 (+20 eff.) Mind.pwr +40 (+8 eff.) May understand old Sher'Tul language. When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +3 Con dps ---------- Melee+ 11 light 11 darkness Dmg.mod +12% light +11% darkness On Melee Ret: * 10% chance to inflict 15% damage reduction * 8% chance to blind ----- def ----- Phys.save +17 (+5 eff.) Max.HP +47.00 HP.reg +2.20 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +15 (+7 eff.) Dmg.mod +15% blight +12% fire +3% mind +3% acid Res.pen +5% acid +5% mind Melee Ret 20 acid ----- def ----- Fatigue -9% Resists +6% mind +29% temporal HP.reg +4.50 Pinning- +50% Knockbk- +50% Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +7 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% nature Acc +4 (+1 eff.) ----- def ----- Resists +22% nature Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: ----- def ----- Resists +18% acid Phys.save +30 (+10 eff.) Mind.save +9 (+3 eff.) Blind- +15% Disarm- +25% Confus- +54% Pinning- +20% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Wil +2 Mag dps ---------- Crit.mult +20.00% Melee+ 32 light Ranged+ 37 light Melee Ret 12 light On Hit (Melee): * 22% chance to blind On Hit (Ranged): * 16% chance to blind ----- def ----- Spell.save +20 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +3.00 Vim/s.crit +4.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: dps ---------- Phys.pwr +11 (+2 eff.) Spell.pwr +11 (+5 eff.) Mind.pwr +11 (+3 eff.) Dmg.mod +6% all ----- def ----- Silence- +25% ---------- misc Mana/turn +0.19 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: ----- def ----- Resists +18% acid +16% fire +12% lightning +12% cold Phys.save +12 (+4 eff.) Spell.save +7 (+2 eff.) Mind.save +10 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Silence- +26% ---------- misc Mana/turn +0.15 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +7 Mag +8 Con dps ---------- Dmg.mod +12% nature ----- def ----- Fatigue -6% Phys.save +15 (+5 eff.) Spell.save +16 (+5 eff.) Mind.save +16 (+5 eff.) ---------- misc See.Invis +21 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 25 light Ranged+ 37 light On Hit (Melee): * 23% chance to blind On Hit (Ranged): * 21% chance to blind ----- def ----- Phys.save +11 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +10 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Crit.mult +12.00% Dmg.mod +9% physical +20% cold Acc +4 (+1 eff.) ----- def ----- Resists +2% physical +40% cold Phys.save +12 (+4 eff.) Die.at -89.00 life Max.HP +20.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+14 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Cun dps ---------- Phys.crit +4.0% Dmg.mod +20% nature +9% temporal Acc +27 (+9 eff.) Apr +17 ----- def ----- Defense +43 (+15 eff.) Rng.Def +6 (+3 eff.) Resists +40% nature Heal.mod +10% ---------- misc Max.stam +15.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 96% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+6 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Cun +7 Dex dps ---------- Dmg.mod +9% acid Res.pen +5% blight Acc +13 (+4 eff.) Melee Ret 12 light On Hit (Melee): * 39% chance to blind ----- def ----- Resists +9% light +6% acid Phys.save +18 (+6 eff.) Spell.save +18 (+6 eff.) Mind.save +33 (+11 eff.) Confus- +48% ---------- misc Light +1 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego] Master While equipped: Stats +6 Cun ----- def ----- Defense +12 (+5 eff.) Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +4 Con dps ---------- Phys.crit +4.0% Dmg.mod +20% blight +18% temporal Res.pen +25% mind ----- def ----- Armour +6 Resists +20% blight +9% temporal Mind.save +39 (+12 eff.) ---------- misc Equi/ret +0.16 Max.stam +30.00 Rings can have magical properties. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +8 nature +8 temporal While equipped: dps ---------- Phys.crit +14.0% Spell.crit +5% Crit.mult +18.00% Spell.pwr +22 (+11 eff.) S.pwr/crit +11 Dmg.mod +30% acid +9% temporal +30% darkness +30% blight +30% fire +6% mind +3% nature Res.pen +5% nature +5% mind On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +3% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +24 temporal While equipped: dps ---------- Spell.crit +13% Spell.pwr +15 (+7 eff.) Dmg.mod +30% darkness ----- def ----- Armour +6 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Resists +9% acid +9% mind +9% darkness Phys.save +24 (+8 eff.) Spell.save +14 (+4 eff.) Mind.save +27 (+9 eff.) Blind- +15% Knockbk- +30% ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Master Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +14.0% Spell.crit +5% Crit.mult +20.00% Spell.pwr +15 (+7 eff.) Dmg.mod +30% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 greatsword 2H weapon [Rare] Arcane Power 59.5 - 95.2 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +8 temporal On Crit.r2 +4 temporal While equipped: Stats +4 Dex +15 Mag +12 Wil +2 Cun +4 Con dps ---------- Spell.pwr +21 (+10 eff.) On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +24% lightning Crit.dmg- 10.00% Massive two-handed swords. |
![]() 3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 40.0 - 60.0 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +24 Crit +5.0% Atk.spd 100% Block +180 Uses 1.0 Steam While equipped: dps ---------- Mov.spd +0% ----- def ----- Armour +19 Defense +14 (+5 eff.) Fatigue +0% ---------- misc Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
![]() 3.0 T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Power 50.0 - 75.0 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +24 Crit +5.0% Atk.spd 100% Block +150 HP.leech +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +18 Defense +14 (+5 eff.) Fatigue +15% ---------- misc Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
![]() 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 40% Wil, 100% Str Acc+ +0.4% crit.pwr / acc Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+6 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 39.5 - 55.3 Physical Uses 40% Wil, 100% Str Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Phasing +20% Melee+ +60 insidious poison On Hit.r1 +12 physical On Crit: * wounds the target for 7 turns: 17 bleeding, 61% reduced healing While equipped: dps ---------- Phys.crit +18.0% Crit.mult +6.00% Phys.pwr +16 (+3 eff.) Res.pen +14% physical Acc +12 (+4 eff.) Apr +12 ----- def ----- Defense +11 (+4 eff.) Rng.Def +11 (+4 eff.) Phys.save +3 (+1 eff.) One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 40% Wil, 100% Dex Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 40% Wil, 35% Dex, 30% Cun 35% Str Acc+ +0.5% APR / acc Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Creeping Darkness: Level 3.0 Pwr.cost 25 out of 40/40. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 52.24 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master Power 38.0 - 49.4 Physical Uses 40% Wil, 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 111% While equipped: Stats +3 Dex dps ---------- Acc +12 (+4 eff.) Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master Power 36.5 - 47.5 Physical Uses 40% Wil, 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +12.0% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego] Arcane Power 37.0 - 48.1 Physical Uses 40% Wil, 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +21 Crit +10.0% Atk.spd 100% Phasing +45% Sharp, short and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic This natural mindstar calls for a summoner. Power 12.5 - 13.8 Mind Uses 85% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +34 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Str +5 Wil dps ---------- Mind.crit +4% Crit.mult +0.00% Mind.pwr +8 (+2 eff.) Dmg.mod +13% acid +13% fire +9% cold +8% physical Res.pen +6% acid +6% fire +6% cold +5% physical ----- def ----- Phys.save +15 (+5 eff.) Mind.save +6 (+2 eff.) ---------- misc Stam/turn +0.20 Max.psi +22.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic This parasitic mindstar will draw strength from other psionic mindstars. Power 16.0 - 17.6 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +26% Unnatural On Hit.r1 +4 light On Hit: * 20% chance to corrode armour by 30% * disrupts spell-casting While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Res.pen +10% acid On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +15% acid +3% fire +9% temporal HP.leech%% +25% HP.leech +19% ---------- misc Hate/m.crit +6.00 Hate/kill +5.00 Psi/kill +5.00 Max.hate +16.00 Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 226.20 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar is wrathful to the hated. Power 17.5 - 19.2 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +4 fire On Crit.r2 +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Mind.crit +10% Crit.mult +0.00% Mind.pwr +10 (+2 eff.) Res.pen +5% temporal ----- def ----- Resists +6% temporal Mind.save +9 (+3 eff.) Max.HP +40.00 HP.reg +0.60 ---------- misc Hate/m.crit +2.00 Psi/m.crit +4.00 Max.psi +50.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature This natural frost should be returned to the wyrm. Power 16.0 - 17.6 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +19% cold Res.pen +10% arcane +17% cold Phasing +20% Melee Ret 20 ice ----- def ----- Armour +10 Resists +16% cold ---------- misc Vim/s.crit +5.00 Telepathy Dragon All Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. This natural frost should be returned to the wyrm. Power 15.0 - 16.5 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +24% lightning +23% fire +45% cold Res.pen +15% cold Melee Ret 16 ice ----- def ----- Armour +9 Resists +15% cold +6% nature +9% temporal Spell.save +30 (+10 eff.) Die.at -60.00 life Max.HP +43.00 HP.reg +2.00 ---------- misc Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature This natural frost should be returned to the wyrm. Power 16.5 - 18.2 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +14 (+3 eff.) Dmg.mod +14% cold Res.pen +19% cold Melee Ret 20 ice ----- def ----- Armour +7 Resists +20% cold Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature/Disrupt Power 15.5 - 17.1 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +20 (+4 eff.) Dmg.mod +10% nature On Melee Ret: * Slows global speed by 9% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature Power 17.5 - 19.2 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +16 acid +8 fire On Crit.r2 +8 fire While equipped: dps ---------- Mind.crit +5% Mind.pwr +22 (+5 eff.) Dmg.mod +15% acid +12% fire Res.pen +25% acid Melee Ret 16 acid ----- def ----- Resists +12% fire Heal/summ +30 ---------- misc Psi/ret +0.08 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature Power 17.5 - 19.2 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +12.0% Atk.spd 100% On Hit: * Slows global speed by 13% * 9% chance to corrode armour by 30% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T2 longbow 2H weapon [Ego++] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: dps ---------- Phys.crit +14.0% Dmg.mod +18% physical Acc +14 (+4 eff.) ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 sling 1H weapon [Rare] Disrupt Power 0.0 - 0.0 Fire Uses 40% Wil Acc+ +0.1% dam / acc Atk.spd 125% Range +9 While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +13 (+3 eff.) On Hit (Ranged): * 21 arcane resource burn ----- def ----- Defense +8 (+3 eff.) Resists +6% cold Phys.save +9 (+3 eff.) Blind- +10% Pinning- +25% Knockbk- +15% Teleport- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 steamgun 1H weapon [Rare] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Psyshot Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% On Crit.r2 +12 acid On Hit: * Slows global speed by 40% Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Crit.mult +0.00% Res.pen +15% nature +16% physical ----- def ----- Resists +6% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon [Rare] Master/Steamtech Power 0.0 - 0.0 Lightning Uses 40% Wil Mastery Psyshot Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% On Hit.r1 +10 mind On Hit: * 45% chance to daze at end of turn Uses 2.0 Steam While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +21% physical Res.pen +15% nature +22% physical ---------- misc Telepathy All Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 6.0 T5 steamgun 1H weapon [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Psyshot Acc+ +0.1% dam / acc Apr +15 Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Crit: * Boom. Uses 2.0 Steam While equipped: dps ---------- Crit.mult +0.00% "I never really liked that village anyway." - Charlta, Mad Inventor |
![]() 4.0 T5 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Psyshot Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: dps ---------- Phys.crit +12.0% Acc +15 (+5 eff.) ----- def ----- HP.reg +1.70 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon [Ego+] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Psyshot Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +15.0% Acc +28 (+9 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon [Ego+] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Psyshot Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +10 dazing lightning Uses 2.0 Steam While equipped: Stats +4 Str +2 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Res.pen +7% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon [Rare] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Psyshot Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +8 blight +4 temporal On Hit: * 44% chance to gain 10% of a turn (3/turn limit) Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +6% blight +22% physical Res.pen +5% temporal +22% physical ----- def ----- Resists +9% blight Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon [Rare] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Psyshot Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% On Hit.r1 +6 blight On Hit: * 40% chance to corrode armour by 30% Uses 2.0 Steam While equipped: Stats +5 Str dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +28% blight +28% acid ----- def ----- Resists +22% blight Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon [Rare] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Psyshot Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +12 cold On Crit.r2 +8 nature +6 lightning On Hit: * Slows global speed by 45% Uses 2.0 Steam While equipped: dps ---------- Crit.mult +0.00% Dmg.mod +12% lightning +21% cold +27% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 arrow ammo [Ego] Arcane/Master Power 42.5 - 59.5 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit / acc Acc +26 Apr +14 Crit +2.5% Capacity 18 Ranged+ +26 lightning On Hit: * 25% chance for lightning to arc to a second target Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 shot ammo [Rare] Nature Power 22.5 - 27.0 Physical Uses 40% Wil, 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 20 Ranged+ +24 insidious poison +4 acid On Hit.r1 +8 acid On Crit.r2 +16 acid On Hit: * 40% chance to corrode armour by 30% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego] Arcane/Master Power 19.5 - 23.4 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 18 Ranged+ +5 blight +6 bleed On Hit: * 6% chance to disease On Crit: * wounds the target for 7 turns: 17 bleeding, 61% reduced healing Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego++] Master/Psionic Power 23.0 - 27.6 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +10.5% Capacity 17 Ranged+ +10 darkness Against +10% Living On Crit: * cripple the target While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Rare] Nature Power 34.5 - 41.4 Fire Uses 40% Wil, 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 17 Ranged+ +63 fire On Hit.r1 +24 fire On Crit.r2 +10 fire Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Rare] Disrupt Power 45.0 - 54.0 Physical Uses 40% Wil, 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 19 Ranged+ +16 acid On Hit.r1 +20 acid +12 fire On Hit: * 19 arcane resource burn * 40% chance to corrode armour by 30% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Rare] Arcane Power 42.0 - 50.4 Physical Uses 40% Wil, 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 20 Ranged+ +16 acid +8 fire +28 mind On Hit.r1 +12 mind +16 fire On Crit.r2 +16 mind On Crit: * splashes the target with acid Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 50% Wil, 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
![]() 3.0 T4 shot ammo [Ego+] Arcane Power 49.5 - 59.4 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +11 Crit +5.5% Capacity 49 Rld cld 4 While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego++] Arcane/Master Power 57.0 - 68.4 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +13 Crit +13.5% Capacity 46 Rld cld 4 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Master Power 52.5 - 63.0 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +6 Crit +16.0% Capacity 19 Ranged+ +13 bleed On Crit: * wounds the target for 7 turns: 17 bleeding, 61% reduced healing * cripple the target While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Nature/Psionic Power 54.5 - 65.4 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 23 Ranged+ +20 fire +11 mind +18 darkness On Crit.r2 +12 fire On Hit: * 20% chance to torment the target Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Rare] Nature Power 57.0 - 68.4 Physical Uses 40% Wil, 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 23 Ranged+ +24 acid +33 cold On Hit.r1 +20 acid +12 temporal On Crit.r2 +12 acid +15 cold +8 temporal Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Arcane Power 61.0 - 73.2 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +13 Crit +7.0% Capacity 48 Rld cld 4 Ranged+ +14 light Against +19% Undead Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego+] Arcane While equipped: Stats +3 Con dps ---------- On Melee Ret: * 14% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +13% acid ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Heavy Armour Training 2 [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Melee+ 10 fire Res.pen +20% physical Melee Ret 20 fire ----- def ----- Armour +7 Defense +21 (+8 eff.) Rng.Def +21 (+8 eff.) Fatigue +14% Resists +6% nature Heal.mod +15% Poison- +15% Cut- +20% ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Heavy Armour Training 2 [Unique] Arcane While equipped: ----- def ----- Armour +20 Defense +5 (+2 eff.) Rng.Def +12 (+5 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 T5 shield armor Reqs Heavy Armour Training 2 [Ego] Arcane While equipped: ----- def ----- Armour +3 Defense +12 (+5 eff.) Rng.Def +12 (+5 eff.) Fatigue +14% Resists +17% light +19% darkness ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 2.0 T5 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +20% temporal ----- def ----- Defense +5 (+2 eff.) Resists +20% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) Dmg.mod +15% mind ----- def ----- Defense +5 (+2 eff.) Resists +15% mind Mind.save +30 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Ego] Master While equipped: dps ---------- Melee Ret 16 physical ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +26% lightning A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature While equipped: dps ---------- Mind.pwr +15 (+3 eff.) ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Resists +17% acid +20% physical +20% cold +20% lightning +19% fire A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Heavy Armour Training 3 [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +15% blight Res.pen +25% blight +15% fire +25% arcane Phasing +30% ----- def ----- Armour +16 Defense +9 (+4 eff.) Fatigue +26% Resists +10% mind Spell.save +9 (+3 eff.) Mind.save +25 (+8 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +6.00 Max.mana +120.00 A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +5% Mind.pwr +6 (+2 eff.) Dmg.mod +30% mind ----- def ----- Max.HP +47.00 ---------- misc Psi/ret +0.04 Hate/m.crit +2.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +12.00% Phys.pwr +10 (+2 eff.) Acc +4 (+1 eff.) Apr +2 Melee Ret 8 darkness ----- def ----- Resists +4% physical Spell.save +9 (+3 eff.) Die.at -40.00 life ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Armour +5 Create a temporary shield that absorbs 194 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +23 (+8 eff.) Anom.red +20 Stealth +12 Max.HP +111.00 ---------- misc Max.mana +55.00 Max.stam +65.00 Max.hate +19.00 Max.psi +38.00 Max.vim +40.00 Max.P.En +40.00 Max.N.En +39.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Nature While equipped: Stats +3 Mag +5 Wil +2 Cun dps ---------- Acc +22 (+7 eff.) Melee Ret 8 light ----- def ----- Defense +2 (+1 eff.) Fatigue -7% Resists +15% nature +10% blight Spell.save +9 (+3 eff.) Mind.save +6 (+2 eff.) Max.HP +82.00 HP.reg +1.80 Heal.mod +20% Heal/summ +30 ---------- misc Equi/ret +0.04 Max.mana +48.00 Max.stam +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 258 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Mov.spd +10% Dmg.mod +6% darkness +6% blight Res.pen +5% blight On Hit (Melee): * 20% chance to disease ----- def ----- Armour +13 Fatigue -5% Resists +15% acid +15% darkness +15% fire +15% cold +15% lightning Max.HP +60.00 ---------- misc Stam/turn +0.50 Blink to a nearby random location (rad 14) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil +1 Con dps ---------- Phys.crit +3.0% Spell.crit +5% Dmg.mod +9% mind +9% physical ----- def ----- Armour +12 Fatigue +5% Heal.mod +10% Silence- +48% Confus- +42% Stun/Frz- +48% ---------- misc Mana/turn +0.22 Max.mana +39.00 Infravis +2 Telepathy Humanoid/Orc A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +15% arcane Res.pen +20% arcane +15% mind Melee Ret 20 lightning ----- def ----- Armour +5 Fatigue +5% Resists +24% lightning +18% mind +6% arcane A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Rare] Nature While equipped: Stats +3 Str +2 Cun +6 Con ----- def ----- Armour +4 Fatigue -7% Resists +11% lightning +11% temporal ---------- misc Light +3 See.Invis +15 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Mag +5 Cun +4 Con dps ---------- Melee Ret 12 mind ----- def ----- Armour +4 Defense +13 (+5 eff.) Fatigue +3% ---------- misc See.Invis +6 Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Acc +10 (+3 eff.) Melee Ret 12 physical On Hit (Melee): * 30% chance to blind ----- def ----- Armour +10 Fatigue +3% Resists +5% physical Phys.save +6 (+2 eff.) Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 3.0 T5 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Res.pen +20% nature Acc +7 (+2 eff.) ----- def ----- Armour +2 Phys.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Die.at -80.00 life Disarm- +28% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +5% fire Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 fire Dmg.mod +6% fire ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +12% mind +7% fire +6% nature +12% cold Spell.save +6 (+2 eff.) Blind- +20% Confus- +10% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Rare] Nature While equipped: Stats +5 Str +2 Wil dps ---------- Melee+ 9 cold Dmg.mod +5% cold ----- def ----- Armour +2 Resists +8% cold ---------- misc Infravis +2 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Rare] Nature While equipped: Stats +5 Dex +1 Wil +2 Cun +3 Con dps ---------- Melee+ 11 fire Dmg.mod +5% fire ----- def ----- Armour +2 Resists +7% fire Crit.dmg- 15.00% ---------- misc Infravis +2 Telepathy Demon/Minor Demon/Major Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor [Ego] Nature/Master While equipped: Stats +6 Dex dps ---------- Melee+ 13 cold Dmg.mod +10% cold Acc +25 (+8 eff.) ----- def ----- Armour +3 Resists +10% cold Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 15 physical Dmg.mod +9% physical Acc +6 (+2 eff.) ----- def ----- Armour +16 Resists +6% blight +6% arcane +6% nature Spell.save +30 (+10 eff.) ---------- misc Stam/turn +0.40 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Dex dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +5% blight ---------- misc Light +0 A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Cun +4 Con dps ---------- Phys.pwr +3 (+0 eff.) Spell.pwr +2 (+1 eff.) Dmg.mod +12% arcane Phasing +30% Apr +7 ----- def ----- Armour +3 Fatigue +3% Resists +8% nature Spell.save +4 (+1 eff.) Max.HP +76.00 Heal.mod +15% ---------- misc Mana/turn +0.08 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego] Arcane/Psionic While equipped: Stats +10 Cun dps ---------- Dmg.mod +17% light ----- def ----- Defense +3 (+1 eff.) Resists +25% light Mind.save +15 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+2 eff.) Dmg.mod +18% physical +20% darkness +20% cold ----- def ----- Defense +3 (+1 eff.) Resists +20% physical +19% darkness +30% cold ---------- misc Max.hate +15.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +20% light +19% darkness A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Cun +2 Mag ----- def ----- Defense +1 (+0 eff.) Resists +9% fire Spell.save +6 (+2 eff.) ---------- misc Telepathy Humanoid/Orc A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-2 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +3 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +3% Resists +4% physical +9% darkness +3% temporal Crit.dmg- 10.00% Phys.save +20 (+6 eff.) Spell.save +30 (+10 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +2 Cun +8 Con dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +6% temporal On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +9% temporal Phys.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +3 Cun +2 Con ----- def ----- Armour +3 Fatigue +3% Resists +12% mind +6% blight Crit.dmg- 10.00% Phys.save +30 (+10 eff.) Spell.save +30 (+10 eff.) Silence- +20% ---------- misc Telepathy Dragon A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +16 Str +3 Mag +10 Wil +4 Cun ----- def ----- Armour +5 Fatigue +5% Resists +9% acid Mind.save +14 (+4 eff.) ---------- misc Light +5 See.Invis +6 A cap made of leather. |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +7 Dex +5 Cun +4 Con dps ---------- Dmg.mod +3% darkness +6% physical Res.pen +15% physical Apr +2 ----- def ----- Armour +5 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +5% Resists +20% darkness +15% cold -21% light +15% fire Phys.save +39 (+13 eff.) HP.reg +7.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Ego] Nature/Master While equipped: Stats +9 Dex ----- def ----- Armour +5 Fatigue +5% Resists +14% lightning +15% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Ego+] Master While equipped: Stats +9 Wil ----- def ----- Armour +5 Fatigue +5% Resists +13% blight Mind.save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 21] simple frost salve [power 21]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 176% efficiency and 52% cooldown modifier. Remove 1 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 265] simple healing salve [power 265]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 176% efficiency and 52% cooldown modifier. Heal 265 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent fiery salve [power 26] potent fiery salve [power 26]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 176% efficiency and 52% cooldown modifier. Remove 1 magical effects and grants a fiery aura (26% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 41] amazing fiery salve [power 41]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 176% efficiency and 52% cooldown modifier. Remove 3 magical effects and grants a fiery aura (41% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 41] amazing frost salve [power 41]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 176% efficiency and 52% cooldown modifier. Remove 3 physical effects and grants a frost aura (41% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 597] amazing healing salve [power 597]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 176% efficiency and 52% cooldown modifier. Heal 597 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 523] amazing pain suppressor salve [power 523]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 176% efficiency and 52% cooldown modifier. Let you fight up to -523 life and reduces all damage by 28% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 41] amazing water salve [power 41]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 176% efficiency and 52% cooldown modifier. Remove 3 mental effects and grants a water aura (41% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +5 Con dps ---------- Phys.pwr +8 (+1 eff.) Res.pen +25% acid Acc +10 (+3 eff.) Apr +2 Melee Ret 16 physical ----- def ----- Armour +10 Defense +6 (+3 eff.) Resists +8% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex +4 Wil +6 Cun +5 Con dps ---------- Res.pen +28% temporal ----- def ----- Armour +5 Defense +8 (+3 eff.) Resists +10% physical Crit.dmg- 15.00% ---------- misc Infravis +2 See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Ego] Master While equipped: Stats +3 Str ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +0% all +15% temporal ----- def ----- Resists +12% all +15% temporal Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 70% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +6% lightning +5% physical Die.at -60.00 life Silence- +10% Teleport- +20% Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 57 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +2 Str +2 Mag +2 Con dps ---------- Res.pen +5% light +20% mind ----- def ----- Resists +6% mind ---------- misc Wards +3 lightning +3 temporal +4 blight +5 fire +3 cold Talents +1 Ward Reveal the area around you, dispelling darkness (radius 14, power 48 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 8 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% lightning +12% acid +6% blight Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +3% blight +3% lightning +18% acid ---------- misc Talents +10 Strike Cooldown Strike -2 Fire a bolt of a random element with (base) damage 267 to 535 Puts all charms on 10 cooldown 100% to regenerate 10 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +3 Strike Cooldown Strike -1 Reveal the area around you, dispelling darkness (radius 14, power 48 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Mad Joe the Kruk Yeti Psyshot level 21
35th Revenge 124th year of Ascendancy at 08:32 see stats
By Mad Joe the Kruk Yeti Psyshot level 11
30th Retaking 124th year of Ascendancy at 09:58 see stats
By Mad Joe the Kruk Yeti Psyshot level 50
20th Retaking 125th year of Ascendancy at 13:21 see stats
By Mad Joe the Kruk Yeti Psyshot level 29
20th Pain 124th year of Ascendancy at 20:47 see stats
By Mad Joe the Kruk Yeti Psyshot level 10
19th Retaking 124th year of Ascendancy at 04:35 see stats
By Mad Joe the Kruk Yeti Psyshot level 20
24th Revenge 124th year of Ascendancy at 09:10 see stats
By Mad Joe the Kruk Yeti Psyshot level 30
48th Pain 124th year of Ascendancy at 09:19 see stats
By Mad Joe the Kruk Yeti Psyshot level 40
7th Remembrance 125th year of Ascendancy at 00:13 see stats
By Mad Joe the Kruk Yeti Psyshot level 50
14th Retaking 125th year of Ascendancy at 15:00 see stats
By Mad Joe the Kruk Yeti Psyshot level 50
49th Retaking 125th year of Ascendancy at 18:29 see stats
By Mad Joe the Kruk Yeti Psyshot level 35
35th Dearth 124th year of Ascendancy at 17:08 see stats
By Mad Joe the Kruk Yeti Psyshot level 44
49th Remembrance 125th year of Ascendancy at 12:45 see stats
By Mad Joe the Kruk Yeti Psyshot level 32
18th Dearth 124th year of Ascendancy at 02:22 see stats
By Mad Joe the Kruk Yeti Psyshot level 50
7th Revenge 125th year of Ascendancy at 00:19 see stats
By Mad Joe the Kruk Yeti Psyshot level 47
11st Retaking 125th year of Ascendancy at 18:06 see stats
By Mad Joe the Kruk Yeti Psyshot level 50
52nd Retaking 125th year of Ascendancy at 06:19 see stats
By Mad Joe the Kruk Yeti Psyshot level 25
13rd Pain 124th year of Ascendancy at 14:37 see stats
By Mad Joe the Kruk Yeti Psyshot level 32
17th Dearth 124th year of Ascendancy at 22:06 see stats
By Mad Joe the Kruk Yeti Psyshot level 14
49th Retaking 124th year of Ascendancy at 02:59 see stats
By Mad Joe the Kruk Yeti Psyshot level 35
35th Dearth 124th year of Ascendancy at 17:08 see stats
Log
Talent Implant: Medical Injector is ready to use.
Mad Joe is no longer suffering from insomnia.
The psionic shield around Mad Joe crumbles.
Mad Joe picks up ( .): Mandible of Ungolmor (40-52 power, 12 apr).
Mad Joe picks up ( .): cruel dragonbone vilestaff (30-36 power, 6 apr, darkness element).
Mad Joe picks up ( .): scholar's pair of voratun boots (0 def, 5 armour).
Mad Joe picks up ( .): grounding voratun helm of dexterity (+9) (0 def, 5 armour).
Mad Joe picks up ( .): 68 alchemist agate.
Mad Joe picks up ( .): dragonbone wand of conjuration 'Skypain' [power 535] (10 cooldown).
Mad Joe picks up ( .): prismatic drakeskin leather hat (0 def, 5 armour).
Mad Joe picks up ( .): mindwoven elven-silk robe of the mind (+15%) (5 def, 0 armour).
Mad Joe picks up ( .): gifted living mindstar of frost (16.5-18.15 power, 40 apr, mind damage).
Mad Joe picks up ( .): strafer's voratun steamgun of true shot.
Lore found: Mandible of Ungolmor
You can read all your collected lore in the game menu, by pressing Escape.
Talent Improved Gestalt is ready to use.
Ran for 5 turns (stop reason: dialog is displayed).
Talent Pain Enhancement System is ready to use.
Saving game...
Saving done.
Mad Joe deactivates Chant of Fortress.
Mad Joe deactivates Mechanical Arms.
A psionic shield forms around Mad Joe.
Mad Joe deactivates Molten Iron Blood.
Mad Joe deactivates Gestalt.
Mad Joe tessellates his cloak!
Mad Joe deactivates Embedded Restoration Systems.
Mad Joe deactivates his cloak's restoration systems.