
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Class: The Lost 1.7.4Note: This is the first release and balance may be weird because I am not very good at balancing things. If you want a bit more polished class, wait a few days. Class Details + 4 Dex / +4 Will / +3 Cun Starting Life - 110 (as Archer and Cursed) -- Class Skills New trees: Twisted 1.3 -- Utility Skills Shroud 1.3 -- Stealth Skills -- Generic Skills Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Doctornull's Tweak Pack 1.5.10A collection of tweaks for existing ToME content. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Items Vault 1.7.6Donators/Buyers bonus! Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Effigy Race 1.3.1Adds the Effigy race, artificial constructs created to carry the spirits of the dead. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Witherer Class 1.7.4The Witherer is a Corruptor that focusses on slowly killing their enemies. Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Steam Hero |
Level / Exp | 42 / 92% |
Size | medium |
Lifes / Deaths | Killed by ultimate shivgoroth at level 7 on the 6th Mirth 122nd year of Ascendancy at 05:08 0 / 8Killed by Adata the blue jelly at level 11 on the 60th Haze 122nd year of Ascendancy at 19:05 Killed by Adata the blue jelly at level 11 on the 60th Haze 122nd year of Ascendancy at 20:41 Killed by Horned Horror at level 16 on the 4th Allure 123rd year of Ascendancy at 20:41 Killed by Gloromina the worm that walks at level 32 on the 67th Haze 123rd year of Ascendancy at 17:05 Killed by ghast at level 42 on the 4th Haze 124th year of Ascendancy at 03:45 Killed by bloated horror at level 42 on the 5th Haze 124th year of Ascendancy at 01:33 Killed by Glacial Legion at level 42 on the 5th Haze 124th year of Ascendancy at 03:35 |
Primary Stats
Strength | 40 (base 14) |
Dexterity | 46 (base 27) |
Constitution | 62 (base 33) |
Magic | 45 (base 12) |
Willpower | 97 (base 52) |
Cunning | 104 (base 60) |
Resources
Life | -290/1098 |
Hate | 80/100 |
Psi | 227/237 |
Steam | 96/100 |
Healing Factor | 1.3675932593343 |
Regeneration | 16.753017426845 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 20 |
See Stealth | 20 |
See Invisible | 20 |
Stealth | 39 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 82 |
Accuracy | 48 |
Crit Chance | 34% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 82 |
Accuracy | 48 |
Crit Chance | 34% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +14% |
Light | +12% |
Blight | +18% |
Arcane | +3% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +12% |
Light | +25% |
Blight | +5% |
Arcane | +15% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 26 (64.155997060385%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 34 |
Mental Save | 40 |
Defense: Resistances
Physical | + 15%( 70%) |
Lightning | + 32%( 70%) |
Nature | + 24%( 70%) |
Darkness | + 29%( 70%) |
Blight | + 34%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 33%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 14% |
Confusion Resistance | 0% |
Inscriptions (4/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.9 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Dexterity 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 124% efficiency and cooldown mod of 51%. Its effects scale with your Magic 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 124% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.3 steam per turn. Can be activated for an instant burst of 72 steam. |
Class Talents
Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Steamtech / Chemical warfare | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Cursed / Shroud | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Psionic / Psi-fighting | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Generic Talents
Cursed / Cursed form | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | 5% chance to fully absorb any damaging actions. Smogscreen |
beneficial effect | The target is surrounded by a toxic cloud or radius 3. Enemies within will suffer 6% talent failure, 69% reduced healing, and take 116.67 additional acid damage from melee and ranged attacks. Miasma Engine |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You failed to protect the lone alchemist from death by skeleton archer. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Crinee. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by Crinee. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the temporal explorer from death by mountain troll. Escort: temporal explorer (level 8 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 338. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed pouch of faeros ash. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed vial of greater demon bile. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed skeleton mage skull. * You've found the needed chunk of ghoul flesh. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 12.0 Encumbrance T3 greatsword 1H weapon [Unique] Psionic Weapon Damage 49.0 - 78.4 Physical Uses 77% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +9.0% Attack Speed 100% On-hit +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Quiver | ![]() 3.0 Encumbrance T4 shot ammo [Rare] Psionic Weapon Damage 61.5 - 73.8 Physical Uses 92% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 20 Projectile Speed +200% On-ranged-hit +25 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 247 physical damage While equipped: other ------- Reload +4 Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil +9 Con offense ------ Spellpower +7 (+3 eff.) On-Hit 8 arcane Damage +3% arcane defense ------ Armor +10 Hardiness +7% Resistance +4% arcane +5% physical other ------- Talents +3 Flash Powder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | ![]() 1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Mindpower +20 (+5 eff.) defense ------ Defense +7 (+2 eff.) Mind save -25 (-13 eff.) Confus Resist -30% other ------- Hate-on-crit +5.00 Psi-on-crit +5.00 Max psi +50.00 Infravision +13 Sight +2 See Stealth +20 See Invisibility +20 Blind-Fight: No penalty when attacking invisible/stealthed They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold Stealth +4 other ------- Light +1 Talents +2 Moss Tread Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Tool | ![]() 2.0 Encumbrance T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 465 mind damage and silencing them for 4 turns Puts all charms on 18 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil +8 Cun offense ------ Critical power +5.00% Mindpower +10 (+3 eff.) On-Hit 18 light On-Ranged-Hit 27 light Damage +15% blight +12% light Ignore resists +15% arcane defense ------ Resistance +15% blight +24% lightning other ------- Mana/turn +0.04 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +5% nature +12% blight Life +78.00 Life Regen +8.00 Healmod +14% Poison Resist +14% Disease Resist +17% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +6 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Life Regen +4.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T3 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-Hit, radius 1 +20 blight On Hit: * splashes acid on your target dealing 47 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +8 Str +5 Dex +6 Mag +5 Wil +5 Cun +3 Con offense ------ Physical Power +10 (+3 eff.) Damage +3% blight Ignore resists +5% blight Accuracy +8 (+2 eff.) When Hit 6 blight defense ------ Resistance +6% cold other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Wil +4 Mag offense ------ Ignore resists +5% mind When Hit 4 mind defense ------ Life +35.00 A belt that goes around your waist. |
In off hand | ![]() 4.0 Encumbrance T4 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 120% Range +9 Projectile Speed +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. * splashes acid on your target dealing 49 damage and reducing their armor Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +2 Dex +6 Mag +4 Con offense ------ Damage +14% darkness Ignore resists +12% darkness +25% light defense ------ Defense +3 (+1 eff.) Resistance +21% darkness Stealth +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Str +8 Dex +8 Mag +8 Wil +16 Cun +8 Con offense ------ Ignore Armor +10 When Hit 0 physical defense ------ Armor +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 110% efficiency and cooldown mod of 54%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Potion of Sustenance Potion of Sustenance0.0 Encumbrance potion [Unique] Drink the potion. An opaque vial of fluid. Judging from the notes you found with it, it should be of help further on in the ruins. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 Encumbrance T4 rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 8. Inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 Encumbrance T3 rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 11) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1167% for 10 turns (34 total) and instantly restoring 58 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 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Arcane While equipped: Stats +17 Mag offense ------ Spell Crit +4% Physical Power +10 (+3 eff.) Spellpower +6 (+3 eff.) Spellpower/crit +6 Damage +5% acid +7% fire +6% cold +6% lightning Accuracy +15 (+5 eff.) defense ------ Armor +2 Defense +15 (+4 eff.) other ------- Mana/turn +0.44 Max mana +36.00 Max stamina +20.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Mag offense ------ Spell Crit +4% Spellpower +4 (+2 eff.) Damage +6% acid +6% fire +6% cold +5% lightning Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Master While equipped: defense ------ Armor +5 Defense +6 (+2 eff.) Max Resistance +3% all Physical save +10 (+5 eff.) other ------- Masteries +0.24 Technique/Shield offense Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Fatigue -5% Life Regen +2.00 Healmod +10% Cut Resist +40% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 331 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Master While equipped: offense ------ Critical power +11.00% Accuracy +7 (+2 eff.) Ignore Armor +13 defense ------ Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +14 (+4 eff.) Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Mind save +6 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% cold defense ------ Resistance +22% cold Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Psionic Weapon Damage 38.0 - 49.4 Physical Uses 48% Wil, 24% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +40 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Power +15 (+4 eff.) Ignore resists +30% physical Accuracy +8 (+2 eff.) other ------- Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 10 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 42.0 - 54.6 Physical Uses 21% Wil, 55% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+5 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 2.6 Power cost 40 out of 50/50. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 9.65 acid and 11.39 blight damage. If not cleared after five turns it will inflict 64.68 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 55% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 70.0 - 112.0 Physical Uses 78% Wil, 10% Mag Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +18 Critical Rate +20.0% Attack Speed 100% Lifesteal +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con other ------- Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Random Unique] Arcane/Master/Psionic Weapon Damage 60.5 - 96.8 Physical Uses 72% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +23 mind On-crit, radius 2 +4 light +8 fire On Hit: * 42% chance to reduce all saves and defense by 37 * 25% chance for lightning to strike from the target to a second target dealing 62 damage While equipped: Stats +7 Cun +7 Wil offense ------ Damage +9% fire Ignore resists +15% light +14% all Accuracy +24 (+8 eff.) Ignore Armor +19 defense ------ Resistance +9% lightning Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego++] Nature Weapon Damage 63.0 - 100.8 Physical Uses 72% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +42 acid +51 nature While equipped: Stats +13 Con +17 Wil offense ------ Ignore resists +33% acid +24% nature Ignore Armor +21 defense ------ Life +149.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego++] Master Weapon Damage 36.0 - 57.6 Physical Uses 72% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +13% all +12% physical Accuracy +28 (+9 eff.) Ignore Armor +22 Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master Weapon Damage 60.0 - 96.0 Physical Uses 72% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +12% physical Accuracy +7 (+2 eff.) Ignore Armor +14 Massive two-handed swords. |
![]() 4.0 Encumbrance T4 longbow 2H weapon [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: offense ------ Ignore resists +11% all Accuracy +20 (+6 eff.) Ignore Armor +14 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego++] Arcane/Master Weapon Damage 41.5 - 58.1 Physical Uses 60% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 62 cold damage (1/turn) While equipped: offense ------ Damage +26% cold Ignore resists +10% all +12% cold Accuracy +17 (+5 eff.) Ignore Armor +11 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 34.5 - 48.3 Physical Uses 60% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +11 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego+] Arcane Weapon Damage 47.5 - 66.5 Physical Uses 60% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +11 temporal On Hit: * Create an explosion dealing 62 fire damage (1/turn) While equipped: offense ------ Damage +24% fire Ignore resists +23% fire defense ------ Resistance +9% temporal Blunt and deadly. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Ego++] Arcane/Master Weapon Damage 37.0 - 51.8 Physical Uses 60% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +15 blight On Hit: 20% Epidemic level 4 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 20 While equipped: offense ------ Physical Crit +9.0% Critical power +18.00% Ignore Armor +9 defense ------ Disease Resist +18% Blunt and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 16.0 - 17.6 Physical Uses 62% Wil, 10% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+3 eff.) Mindpower +10 (+3 eff.) Damage +12% lightning +12% physical +12% fire +12% cold +12% acid defense ------ Resistance +10% acid +10% physical +10% fire +10% cold +10% lightning other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Ice Breath: Effective talent level: 5.2 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe ice in a frontal cone of radius 9. Any target caught in the area will take 191.83 cold damage and be frozen for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +7.00% Mindpower +2 (+1 eff.) Damage +6% lightning +5% cold +6% physical defense ------ Defense +8 (+2 eff.) Pinning Resist +17% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +12 acid While equipped: offense ------ Mind Crit +7% Critical power +20.00% Mindpower +25 (+7 eff.) On-Hit 14 mind 13 darkness Damage +12% acid +8% mind +8% darkness defense ------ Resistance +9% acid Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Unique] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 111% Range +10 While equipped: Stats +10 Str +5 Con offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 5.2 Power cost 16 out of 16/16. Range 9 Cooldown: 8 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 222% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
![]() 4.0 Encumbrance T4 sling 1H weapon [Ego++] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On Hit: 10% Shoot level 1 While equipped: offense ------ Ignore resists +10% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Spellpower +23 (+9 eff.) Damage +30% light other ------- Vim-on-crit +2.00 Max vim +21.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane/Nature Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Spellpower +18 (+7 eff.) Damage +25% lightning defense ------ Defense +10 (+3 eff.) other ------- Vim-on-crit +4.00 Max vim +15.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.3 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 77.40 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +19% Spellpower +14 (+6 eff.) Damage +25% acid other ------- Vim-on-crit +3.00 Max vim +26.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Critical power +17.00% Spellpower +15 (+6 eff.) Damage +30% arcane defense ------ Resistance +15% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +27.00% Spellpower +21 (+8 eff.) On-Hit 28 fire Damage +30% physical Ignore resists +15% physical other ------- See Invisibility +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane/Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Con offense ------ Spell Crit +5% Spellpower +21 (+8 eff.) Damage +30% blight defense ------ Resistance +15% blight Life Regen +1.20 Healmod +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +3% Spellpower +14 (+6 eff.) Damage +20% blight defense ------ Defense +5 (+1 eff.) Life Regen +1.00 Healmod +13% other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.3 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 77.40 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Mag +1 Wil offense ------ Physical Crit +6.0% Spell Crit +4% Physical Power +7 (+2 eff.) Spellpower +15 (+6 eff.) Damage +15% darkness Accuracy +7 (+2 eff.) other ------- Max mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +16 (+6 eff.) Damage +30% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +28 (+10 eff.) Damage +30% darkness other ------- Mana/turn +0.53 Max mana +51.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+6 eff.) Damage +30% blight defense ------ Resistance +15% blight other ------- Mana/turn +0.24 Max mana +52.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 130% Range +6 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ On-Ranged-Hit 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
![]() 4.0 Encumbrance T4 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +15 acid +17 draining blight Uses 2.0 Steam While equipped: offense ------ Physical Crit +3.0% Damage +12% acid Accuracy +9 (+3 eff.) defense ------ Resistance +9% blight +2% physical +3% lightning +6% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-crit, radius 2 +19 lightning +19 cold Uses 2.0 Steam While equipped: offense ------ Move Speed +34% Ignore resists +5% lightning +5% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Arcane/Master/Psionic/Steamtech Weapon Damage 41.0 - 61.5 Phys.bleed Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +90 On-hit +17 blight On-Hit, radius 1 +16 lightning On-crit, radius 2 +8 blight On Hit: * 28% chance to reduce strength, dexterity, and constitution by 20 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: offense ------ Damage +6% lightning +6% darkness Ignore resists +10% darkness +12% all Accuracy +15 (+5 eff.) Ignore Armor +12 defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +9% lightning other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 40.0 - 60.0 Occult Uses 100% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +45 Attack Speed 100% Block +50 Uses 1.0 Steam While equipped: Stats +9 Cun +9 Mag offense ------ Spell Speed +10% defense ------ Fatigue +15% Spell save +10 (+5 eff.) Silence Resist +40% other ------- Talents +3 Block +4 Electron Incantation Increases the steam your arcane dynamo generate per 10 points of mana by 2. Saws made of metal? That is no good for a discerning Technomancer so Galen made a saw out of pure arcane forces! |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Weapon Damage 31.0 - 46.5 Phys.bleed Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +76 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con offense ------ Physical Crit +12.0% Physical Power +9 (+2 eff.) When Hit: * 14% chance to reduce armor by 30% defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% Resistance +14% acid other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Ego] Arcane/Steamtech Weapon Damage 38.5 - 57.8 Phys.bleed Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +106 On-hit +13 light Damage Against +17% Undead On-Hit, radius 1 +12 fire Uses 1.0 Steam While equipped: defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Ego++] Arcane/Master/Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +108 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Cun +8 Mag offense ------ Damage +15% light +12% darkness Ignore resists +12% physical Accuracy +14 (+4 eff.) Ignore Armor +10 defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +12% light +15% darkness other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Nature/Master Weapon Damage 50.5 - 70.7 Physical Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +22 acid +40 nature While equipped: offense ------ Ignore resists +16% acid +24% nature Ignore Armor +11 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane/Psionic Weapon Damage 40.0 - 56.0 Physical Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +10 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego] Master/Psionic Weapon Damage 27.0 - 37.8 Physical Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 darkness Damage Against +10% Living One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 48.5 - 67.9 Physical Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +17 (+5 eff.) Ignore Armor +9 One-handed war axes. |
![]() 1.0 Encumbrance T5 belt armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +3.0% Critical power +11.00% Physical Power +4 (+1 eff.) defense ------ Resistance +6% lightning +9% temporal A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +4 Wil +3 Cun +2 Con offense ------ Mind Crit +6% defense ------ Armor +5 Defense +7 (+2 eff.) Resistance +3% darkness Crit Resistance 15.00% Physical save +13 (+7 eff.) Spell save +16 (+7 eff.) Mind save +14 (+4 eff.) Life +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Max Resistance +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Dex +1 Con defense ------ Armor +5 Defense +6 (+2 eff.) Resistance +2% physical +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +8 Mag offense ------ Damage +9% acid +31% physical +18% cold +26% temporal +5% fire Ignore resists +12% temporal +15% physical defense ------ Resistance +15% acid +13% physical +19% fire +18% cold +15% all Anomaly Control +13 other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: defense ------ Resistance +11% lightning +9% darkness +8% light +9% blight +8% fire +8% cold +15% all Physical save +14 (+7 eff.) Spell save +37 (+14 eff.) Mind save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: offense ------ Damage +14% acid +5% physical +13% fire +9% cold defense ------ Resistance +8% lightning +8% darkness +29% fire +15% all +14% acid +14% physical +9% blight +25% cold +9% light Physical save +16 (+8 eff.) Spell save +26 (+11 eff.) Mind save +11 (+3 eff.) other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +14% darkness +14% mind +15% all Physical save +13 (+7 eff.) Spell save +15 (+7 eff.) Mind save +28 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +12% blight +20% darkness +18% mind +15% all Physical save +16 (+8 eff.) Spell save +14 (+7 eff.) Mind save +32 (+10 eff.) Life +81.00 Life Regen +2.00 Healmod +14% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spellpower +20 (+8 eff.) Spellpower/crit +5 defense ------ Resistance +15% all Silence Resist +35% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Mind Crit +3% Spellpower +11 (+5 eff.) Mindpower +7 (+2 eff.) Spellpower/crit +2 Damage +13% mind Ignore resists +9% mind defense ------ Resistance +13% all Silence Resist +30% other ------- Psi/turn +0.78 Max psi +22.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +19% fire When Hit: * 4% chance to slow global speed by 65% * 8 arcane resource burn defense ------ Resistance +15% all +28% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +18% cold When Hit: * 5% chance to slow global speed by 65% * 6 arcane resource burn defense ------ Resistance +15% all +27% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Cun offense ------ Spell Crit +8% Spellpower +19 (+7 eff.) Damage +18% darkness +10% light +5% all defense ------ Resistance +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Nature While equipped: Stats +6 Str +6 Mag +6 Wil offense ------ Damage +21% lightning +17% physical +15% cold defense ------ Resistance +7% blight +10% cold +10% lightning +15% all Life +46.00 Life Regen +3.30 Healmod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Nature/Psionic While equipped: Stats +7 Cun offense ------ Critical power +12.00% defense ------ Resistance +8% blight +15% all Life +68.00 Life Regen +4.10 Healmod +22% other ------- Hate-on-crit +3.00 Psi-on-crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +6 Con offense ------ Damage +11% acid +14% physical +17% cold +20% nature +13% fire defense ------ Resistance +10% acid +13% physical +13% fire +14% cold +15% all Poison Resist +47% Disease Resist +36% other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.5 Encumbrance T4 hands armor Reqs - Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil offense ------ Spell Crit +2% Mindpower +10 (+3 eff.) On-Hit 5 acid 42 darkness 4 lightning 7 cold 31 mind 7 fire Damage +9% darkness On-Hit (Melee): * 19% chance to reduce all saves and defense by 37 defense ------ Armor +3 Defense +25 (+6 eff.) Fatigue +5% Resistance +9% darkness Physical save +6 (+3 eff.) Mind save -11 (-6 eff.) Disease Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +8 Str +7 Dex +8 Con offense ------ Physical Power +5 (+1 eff.) Damage +3% blight Ignore resists +25% blight defense ------ Armor +5 Fatigue +5% Resistance +15% darkness +9% mind Physical save +8 (+4 eff.) Mind save +14 (+4 eff.) other ------- Infravision +6 Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.6 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 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 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +14 Str +15 Dex offense ------ Damage +12% mind +9% darkness Ignore resists +5% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 30% defense ------ Armor +5 Fatigue +5% Physical save +16 (+8 eff.) Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.9 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 160.6 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Damage +6% arcane +15% blight Ignore resists +5% arcane +10% nature Ignore Armor +5 On-Hit (Melee): * 20% chance to slow global speed by 65% defense ------ Armor +3 Fatigue +3% Resistance +5% arcane A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +4 (+2 eff.) Damage +3% darkness +12% temporal +8% light +9% physical defense ------ Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +12 Wil offense ------ Mindpower +4 (+1 eff.) defense ------ Armor +5 Fatigue +5% Resistance +7% blight Mind save +12 (+4 eff.) A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +12 Str +8 Dex +5 Wil offense ------ Physical Power +9 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +12% physical Physical save +6 (+3 eff.) Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.9 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 160.6 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +4 Str +3 Dex +4 Wil +3 Cun offense ------ Physical Power +8 (+2 eff.) Ignore Armor +7 defense ------ Armor +3 Fatigue +3% Resistance +8% physical Physical save +6 (+3 eff.) A hat made of leather. Very stylish. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training [Ego+] Arcane/Master While equipped: Stats +7 Con defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +21% Resistance +20% lightning +7% fire -14% light +8% darkness Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +7 (+2 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training ,Str 48 [Ego+] Nature/Master While equipped: defense ------ Armor +20 Defense +5 (+1 eff.) Fatigue +12% Life +49.00 Life Regen +6.00 Healmod +16% A suit of armour made of mail. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Master While equipped: Stats +6 Cun +7 Dex defense ------ Armor +12 Defense +18 (+5 eff.) Fatigue +8% Resistance +25% fire A suit of armour made of leather. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 20 lightning When Hit 8 lightning defense ------ Armor +8 Fatigue +8% Resistance +23% lightning other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T4 arrow ammo [Rare] Arcane Weapon Damage 44.5 - 62.3 Physical Uses 30% Wil, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 23 Projectile Speed +200% On-ranged-hit +26 blight +20 mind On Hit: 20% Epidemic level 4 On Hit: * 20% chance to reduce all saves and defense by 37 * 26% chance to reduce strength, dexterity, and constitution by 20 While equipped: other ------- Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 arrow ammo [Ego+] Arcane/Master Weapon Damage 43.0 - 60.2 Physical Uses 30% Wil, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +13.5% Capacity 18 Auto Reload 1 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful frost salve [power 21] powerful frost salve [power 21]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 124% efficiency and 51% cooldown modifier. Remove 2 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 287] powerful healing salve [power 287]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 124% efficiency and 51% cooldown modifier. Heal 287 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T4 shot ammo [Rare] Disrupt Weapon Damage 45.0 - 54.0 Physical Uses 92% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 22 On-ranged-hit +4 light +8 darkness Damage Against +23% Unnatural +16% Unliving On-crit, radius 2 +20 darkness +20 light On Hit: * 20% chance to reduce damage dealt by 30% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Ego++] Arcane/Master Weapon Damage 26.5 - 31.8 Physical Uses 92% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +10.5% Capacity 20 On Hit: 20% Curse of Defenselessness level 2 On Critical: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Ego] Arcane/Master Weapon Damage 21.5 - 25.8 Physical Uses 92% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +2 Critical Rate +4.5% Capacity 17 On-Hit, radius 1 +6 fire While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Ego++] Master/Psionic Weapon Damage 32.5 - 39.0 Physical Uses 92% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +10.0% Capacity 15 On-ranged-hit +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 247 physical damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Ego+] Psionic Weapon Damage 43.0 - 51.6 Physical Uses 92% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 20 On-ranged-hit +14 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 247 physical damage Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 20 physical defense ------ Armor +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+4 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 145.00 temporal and 165.30 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 2.0 Encumbrance T5 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 14, power 65 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to gain a 25% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Crinee the Cornac Steam Hero level 31
76th Dusk 123rd year of Ascendancy at 05:45 see stats
By Crinee the Cornac Steam Hero level 27
34th Pyre 123rd year of Ascendancy at 12:43 see stats
By Crinee the Cornac Steam Hero level 39
77th Pyre 124th year of Ascendancy at 09:29 see stats
By Crinee the Cornac Steam Hero level 35
1st Wintertide 124th year of Ascendancy at 22:00 see stats
By Crinee the Cornac Steam Hero level 9
48th Dusk 122nd year of Ascendancy at 17:27 see stats
By Crinee the Cornac Steam Hero level 34
5th Decay 123rd year of Ascendancy at 18:11 see stats
By Crinee the Cornac Steam Hero level 41
48th Dusk 124th year of Ascendancy at 15:45 see stats
By Crinee the Cornac Steam Hero level 28
56th Pyre 123rd year of Ascendancy at 20:56 see stats
By Crinee the Cornac Steam Hero level 20
45th Regrowth 123rd year of Ascendancy at 05:49 see stats
By Crinee the Cornac Steam Hero level 28
60th Pyre 123rd year of Ascendancy at 12:06 see stats
By Crinee the Cornac Steam Hero level 22
9th Pyre 123rd year of Ascendancy at 10:31 see stats
By Crinee the Cornac Steam Hero level 31
3rd Mirth 123rd year of Ascendancy at 03:38 see stats
By Crinee the Cornac Steam Hero level 10
57th Haze 122nd year of Ascendancy at 02:12 see stats
By Crinee the Cornac Steam Hero level 20
35th Regrowth 123rd year of Ascendancy at 21:57 see stats
By Crinee the Cornac Steam Hero level 30
78th Pyre 123rd year of Ascendancy at 12:31 see stats
By Crinee the Cornac Steam Hero level 40
8th Dusk 124th year of Ascendancy at 12:00 see stats
By Crinee the Cornac Steam Hero level 20
45th Regrowth 123rd year of Ascendancy at 19:27 see stats
By Crinee the Cornac Steam Hero level 29
77th Pyre 123rd year of Ascendancy at 04:47 see stats
By Crinee the Cornac Steam Hero level 34
5th Decay 123rd year of Ascendancy at 22:34 see stats
By Crinee the Cornac Steam Hero level 22
11st Pyre 123rd year of Ascendancy at 22:31 see stats
By Crinee the Cornac Steam Hero level 41
47th Dusk 124th year of Ascendancy at 20:53 see stats
By Crinee the Cornac Steam Hero level 14
2nd Allure 123rd year of Ascendancy at 01:13 see stats
By Crinee the Cornac Steam Hero level 20
5th Pyre 123rd year of Ascendancy at 13:30 see stats
By Crinee the Cornac Steam Hero level 37
63rd Pyre 124th year of Ascendancy at 22:26 see stats
By Crinee the Cornac Steam Hero level 29
75th Pyre 123rd year of Ascendancy at 10:41 see stats
By Crinee the Cornac Steam Hero level 17
5th Allure 123rd year of Ascendancy at 17:26 see stats
By Crinee the Cornac Steam Hero level 25
33rd Pyre 123rd year of Ascendancy at 11:47 see stats
Log
Orc necromancer hits Crinee for (43 absorbed), 0 cold (0 total damage).
Glacial Legion casts Ice Shards.
Crinee receives 10 healing.
Your shield crumbles under the damage!
The shield around Crinee crumbles.
Glacial Legion's Ice Shards hits Crinee for (62 absorbed), 257 cold (257 total damage).
A shield forms around Crinee.
A barrier bursts from the leather jacket!
Crinee hits Bloated horror for 17 darkness, 14 mind (31 total damage).
Crinee hits Orc soldier for 16 darkness, 21 mind (37 total damage).
Crinee shoots!
Crinee is encased in ice!
Your shield crumbles under the damage!
The shield around Crinee crumbles.
Orc necromancer's desolate waste area effect hits Crinee for (23 absorbed), 0 cold (0 total damage).
Glacial Legion's ice storm area effect hits Orc soldier for 191 cold damage.
Glacial Legion's ice storm area effect hits Crinee for (69 absorbed), (9 to ice), 105 cold (105 total damage).
Glacial Legion's icy vapors hits Orc soldier for 216 cold damage.
Glacial Legion's icy vapors hits Crinee for (207 absorbed), 0 cold (0 total damage).
Glacial Legion's icy vapors hits Crinee for (17 to ice), 190 cold (190 total damage).
Crinee's tinker attains critical power!
Crinee forces the iceblock to shatter.
Crinee's Shoot hits Iceblock for 22 physical, 26 light, 47 acid (93 total damage).
Crinee's Shoot hits Iceblock for 213 physical, 22 physical, 26 light, 67 acid (326 total damage).
Crinee is free from the ice.
Glacial Legion casts Black Ice.
Glacial Legion hits Crinee for 450 cold damage.
Crinee the level 42 cornac steam hero was cooled to death by Glacial Legion on level 1 of Hidden Vault - Rak'shor Pride (1).