














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. 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. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Healthbar Top 1.7.6Makes the actor healthbars on top. improved aoe talent targeting 1.7.6Tweak the automatic targeting of aoe talent, so it will try affect most foes, and it may try not to hit player. Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. More Sounds 1.7.6This addon adds new sounds to the game, such as on some talents that don't have an associated sound, and on infliction of certain status effects. Currently adds new sounds to the following: [Status Effects] [Infusions/Runes] [Other] More will be added as I play more. All sounds are fully original and created by me. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Reformat Item Description 1.7.6Reformat Item Description (non-intrusive)This extension reformats item description text so the keys in Unlike some similar addons, this one is non-intrusive and does not modify the original description code. Hold the Alt key while hovering over an item to view the original, unformatted description.
Notes
Contributions, bug reports, and improvements are welcome: GitHub repository Version history
1.0.2 1.0.1 1.0.0 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Whitehoof |
| Class | Wanderer |
| Level / Exp | 50 / 1676% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 150 (base 60) |
| Dexterity | 103 (base 60) |
| Constitution | 74 (base 32) |
| Magic | 100 (base 60) |
| Willpower | 69 (base 12) |
| Cunning | 53 (base 12) |
Resources
| Mana | 749/749 |
| Vim | 266/266 |
| Life | 2023/2023 |
| Steam | 100/100 |
| Stamina | 370/370 |
| Hate | 1/106 |
| Healing Factor | 1.498638461132 |
| Regeneration | 42.525864083651 |
Speed
| Mental | +20% |
| Attack | 0% |
| Movement | +15.000000000001% |
| Spell | 0% |
| Global | +97.131339051743% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 275 |
| Accuracy | 78 |
| Crit Chance | 101% |
| APR | 44 |
| Speed | 0.83 |
Offense: Offhand
| Damage | 157 |
| Accuracy | 78 |
| Crit Chance | 96% |
| APR | 40 |
| Speed | 0.83 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +28% |
| Blight | +26% |
| Cold | +32% |
| Mind | +11% |
| All | +8% |
Offense: Damage Penetration
| Acid | +20% |
| Light | +10% |
| Temporal | +25% |
| Darkness | +15% |
| Physical | +73% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 69 (89.86014110758%) |
| Defense | 113 |
| Ranged Defense | 113 |
| Fatigue | 0 |
| Physical Save | 70 |
| Spell Save | 49 |
| Mental Save | 68 |
Defense: Resistances
| Blight | + 58%( 70%) |
| Physical | + 61%( 70%) |
| Mind | + 58%( 70%) |
| All | + 51%( 70%) |
| Darkness | + 65%( 70%) |
| Light | + 58%( 70%) |
| Temporal | + 70%( 70%) |
| Fire | + 57%( 70%) |
| Lightning | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 38% |
| Poison Resistance | 100% |
| Disarm Resistance | 50% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 47% |
| Silence Resistance | 95% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 652 damage for 6 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 202 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 135 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 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 14.2 steam per turn. Can be activated for an instant burst of 71 steam. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 600 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Fire alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Oblivion | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.60 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Agility | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Nether | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.20 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Stone alchemy | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Discord |
| talent | Pace Yourself |
| talent | Chant of Fortitude |
| talent | Trained Reactions |
| beneficial effect | The target is out of phase with reality, increasing defense by 40, resist all by 40%, and reducing the duration of detrimental timed effects by 40%. Out of PhaseThese effects cap at 40%. |
| beneficial effect | Parrying melee and ranged attacks: Has a 85% chance to deflect up to 38 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Getirand the pair of drakeskin leather boots (10 def, 5 armour) 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +6 Mag +6 Wil +4 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Crit.mult +25.00% Phys.pwr +48 (+7 eff.) Spell.pwr +15 (+4 eff.) Mind.pwr +18 (+6 eff.) ----- def ----- Armour +5 Defense +10 (+2 eff.) Resists +3% mind +3% temporal Phys.save +9 (+2 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Mana/turn +0.52 Max.mana +60.00 Rush: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | deadly pouch of steel shots of torment (16/16, 25-30 power, 2 apr)3.0 T2 shot ammo [Ego+] Master/Psionic Power 25.0 - 30.0 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
| Light source | dwarven lantern 'Aromira'1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +4 Con +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +11.00% Phys.pwr +7 (+1 eff.) Dmg.mod +9% blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 33 ----- def ----- Defense +12 (+2 eff.) Resists +15% blight Phys.save +18 (+5 eff.) Spell.save +16 (+5 eff.) Mind.save +20 (+5 eff.) HP.reg +9.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Yvynn' (0 def, 9 armour) 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +12 Str +10 Dex +6 Wil +11 Cun +3 Con dps ---------- Phys.pwr +15 (+2 eff.) Res.pen +15% physical Acc +5 (+1 eff.) ----- def ----- Armour +9 Fatigue +5% Resists +12% physical Phys.save +20 (+5 eff.) Mind.save +30 (+7 eff.) Die.at -40.00 life ---------- misc Infravis +3 Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +5 Itching Powder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Gebrenne the Gleamripper (dig speed 25 turns)3.0 T3 digger tool [Rare] Arcane While equipped: Stats +8 Str +13 Wil dps ---------- Phys.crit +10.0% Spell.crit +2% Mind.crit +8% Dmg.mod +9% blight Res.pen +25% temporal Melee Ret 4 light 4 temporal ----- def ----- Resists +6% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Gloomonslaught0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +3 Str dps ---------- Phys.crit +6.0% Phys.pwr +39 (+6 eff.) Mind.pwr +20 (+6 eff.) Res.pen +15% darkness +33% physical Acc +15 (+3 eff.) Apr +5 ----- def ----- Defense +20 (+4 eff.) Resists +12% lightning Silence- +45% ---------- misc Mana/turn +0.31 Equi/ret +0.36 Rings make your fingers look great! |
| On fingers | voratun ring 'Duathelhacker'0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Str +5 Mag +8 Wil +10 Con dps ---------- Phys.pwr +11 (+2 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +3% mind Res.pen +15% mind Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Mind.save +8 (+2 eff.) Confus- +38% Rings make your fingers look great! |
| Around neck | stralite amulet 'Rhydar'0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +4 Mag ----- def ----- Fatigue -8% Resists +12% mind +12% temporal HP.reg +9.00 Cut- +20% ---------- misc Infravis +3 Amulets make your neck look great! |
| In main hand | Punae's Blade (46-64 power, 24 apr) 3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +24 Crit +30.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+7 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
| Around waist | Noonransom 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Dex +5 Wil +5 Cun dps ---------- Res.pen +10% light On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Defense +24 (+4 eff.) Resists +9% light Phys.save +18 (+5 eff.) Spell.save +13 (+4 eff.) Mind.save +20 (+5 eff.) Proj.slow +25% Stealth +12 Max.HP +67.00 ---------- misc Light +3 A belt that goes around your waist. |
| In off hand | Sunminister the voratun steamsaw (71-106 power, 20 apr) 3.0 T5 steamsaw 1H weapon [Rare] Master/Steamtech Power 71.0 - 106.5 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +104 On Hit: * 26% chance to reduce all saves and defense by 33 Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 50% Mag Melee+ +26 fire While equipped: Stats +5 Str +5 Dex +7 Wil dps ---------- Acc +30 (+6 eff.) Melee Ret 13 physical ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Max.hate +6.00 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! |
| Cloak | Cloak of Daggers (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +30% lightning Phys.save +10 (+3 eff.) Stun/Frz- +50% Has a 50% chance each turn to slash an adjacent enemy for 129 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
| Main armor | Cuthegas the Glacierterror (45 def, 22 armour) 9.0 T5 light armor [Rare] Arcane While equipped: Stats +10 Str +18 Dex +10 Mag +10 Wil +18 Cun +10 Con dps ---------- Mov.spd +15% Melee+ 10 darkness Ranged+ 10 darkness Dmg.mod +20% lightning +24% cold Res.pen +20% acid +25% physical Apr +7 ----- def ----- Armour +22 Defense +45 (+8 eff.) Fatigue +8% Resists +30% darkness +28% temporal Ignore.dmg +8% Affinity +20% lightning Phys.save +9 (+2 eff.) Def/telep +26 Res/telep +22% Dur/telep +28% Blink to a nearby random location (rad 15) Puts all charms on 25 cooldown A suit of armour made of leather. |
Inventory
steam generator implant of the wizard (steam 12)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.1 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
shielding rune of the psychic (absorb 513; dur 5; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 513 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 500; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 500 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Aeriretira the Woeenvy0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Mind.crit +3% Res.pen +15% mind Melee Ret 10 mind 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Armour +5 Defense +6 (+1 eff.) Res.Cap +4% all Phys.save +14 (+4 eff.) ---------- misc Equi/ret +0.08 See.Invis +12 Amulets make your neck look great! |
Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+6 eff.) Steampwr +40 (+15 eff.) Spell.pwr +40 (+10 eff.) Mind.pwr +40 (+11 eff.) May understand old Sher'Tul language. When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
restful steel amulet of the eclipse0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 7 light 7 darkness Dmg.mod +6% light +8% darkness On Melee Ret: * 6% chance to reduce damage dealt by 27% * 7% chance to blind ----- def ----- Fatigue -6% HP.reg +2.00 Amulets make your neck look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gladiator's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +9 (+2 eff.) Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +11 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Acc +7 (+1 eff.) Rings make your fingers look great! |
sneakthief's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +5 Dex dps ---------- Melee+ 9 physical Ranged+ 5 physical Acc +7 (+1 eff.) On Hit (Melee): * 11% chance to reduce all saves and defense by 33 On Hit (Ranged): * 11% chance to reduce all saves and defense by 33 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
treant's steel ring of perseverance0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +8% nature +5% blight HP.reg +3.00 Poison- +13% Disease- +14% Stun/Frz- +24% Rings make your fingers look great! |
wizard's gold ring of perseverance0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) HP.reg +4.00 Stun/Frz- +28% Rings make your fingers look great! |
iron dagger of rage (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master Power 9.5 - 12.3 Physical Uses 50% Dex, 50% Mag, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +7% physical Acc +9 (+2 eff.) Sharp, short and deadly. |
stralite dagger of projection (26-34 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Psionic Power 26.5 - 34.5 Physical Uses 50% Dex, 50% Mag, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
truestriking steel dagger (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 11.5 - 15.0 Physical Uses 50% Dex, 50% Mag, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +13 (+2 eff.) Apr +8 Sharp, short and deadly. |
voratun dagger 'Jetseam' (37-48 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 37.0 - 48.1 Physical Uses 50% Str, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +13 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Con dps ---------- Phys.crit +9.0% Phys.pwr +9 (+2 eff.) Res.pen +20% blight +10% physical +25% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 * 10% chance to reduce damage dealt by 27% ----- def ----- Disarm- +20% Sharp, short and deadly. |
enhanced voratun greatmaul of shearing (70-105 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego++] Nature/Master Power 70.0 - 105.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +19 Str +19 Dex +19 Mag +19 Wil +14 Cun +14 Con dps ---------- Res.pen +20% all Acc +34 (+7 eff.) Apr +21 Massive two-handed mauls. |
stormbringer's voratun greatmaul of massacre (88-133 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Nature/Master Power 88.5 - 132.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +62 lightning +63 cold While equipped: dps ---------- Mov.spd +69% Res.pen +33% lightning +35% cold Massive two-handed mauls. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
flaming iron greatsword of massacre (28-45 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 28.0 - 44.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +12 fire Massive two-handed swords. |
Runyzilathel4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +4 mind On Hit: * 10% chance to reduce all saves and defense by 33 * 20% chance to slow global speed by 61% * 10 arcane resource burn While equipped: Stats +20 Str +17 Dex +14 Mag +18 Wil +14 Cun +17 Con dps ---------- Phys.pwr +18 (+3 eff.) Res.pen +20% all Acc +29 (+6 eff.) Apr +18 ----- def ----- Resists +3% mind +6% blight Longbows are used to shoot arrows at your foes. |
elven-wood longbow of piercing4.0 T4 longbow 2H weapon [Ego+] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: dps ---------- Res.pen +20% all Acc +14 (+3 eff.) Apr +20 Longbows are used to shoot arrows at your foes. |
Frozennaught the stralite longsword (44-62 power, 7 apr)3.0 T4 longsword 1H weapon [Rare] Master Power 44.0 - 61.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +4.5% Atk.spd 100% Melee+ +20 acid +16 mind On Hit: * 10% chance to reduce armor by 39% While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% acid +12% cold Acc +10 (+2 eff.) ----- def ----- Die.at -40.00 life Sharp, long, and deadly. |
Ivurann the Dawnrebel (56-78 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Master Power 55.5 - 77.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +12 light On Crit.r2 +4 light While equipped: dps ---------- Phys.crit +21.0% Crit.mult +38.00% Apr +29 On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Resists +6% acid +3% nature Sharp, long, and deadly. |
elemental stralite longsword of massacre (44-62 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Arcane/Master Power 44.0 - 61.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 102 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +12% fire Res.pen +13% fire Sharp, long, and deadly. |
acidic voratun mace of crippling (46-64 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Arcane/Master Power 45.5 - 63.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 While equipped: dps ---------- Phys.crit +15.0% Blunt and deadly. |
dwarven-steel mace 'Nerumitha' (27-38 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Nature/Psionic Power 27.0 - 37.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +6 blight +10 mind On Hit: 20% Epidemic 3 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 29 * 12% chance to reduce all saves and defense by 33 While equipped: Stats +5 Str +5 Dex +3 Mag +9 Wil +9 Cun +6 Con dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Disease- +14% ---------- misc Psi/ret +0.04 Max.psi +40.00 Blunt and deadly. |
Seeds of the Black Tree (17-19 power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 80% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
living mindstar 'Silyssra' (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 16.0 - 17.6 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 physical On Hit.r1 +12 physical While equipped: Stats +4 Wil +4 Cun +1 Con dps ---------- Mind.crit +5% Crit.mult +10.00% Mind.pwr +10 (+4 eff.) Melee+ 15 mind 15 darkness Dmg.mod +15% physical +10% mind +10% darkness Res.pen +20% physical ----- def ----- Armour +8 Resists +10% all +10% physical ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic 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. |
pulsing mindstar of storms (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Str +6 Dex +4 Mag +4 Wil +6 Cun +5 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 16 lightning Dmg.mod +16% lightning Res.pen +15% lightning ----- def ----- Resists +17% lightning ---------- misc 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. |
resonating living mindstar (17-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +10% mind Res.pen +8% mind ----- def ----- Resists +10% mind Dmg.Resnn +16% ---------- misc Psi/ret +2.30 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. |
Brightpanic the dragonbone vilestaff (30-36 power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +2 Dex dps ---------- Phys.crit +12.0% Spell.crit +21% Crit.mult +19.00% Phys.pwr +10 (+2 eff.) Spell.pwr +31 (+8 eff.) Dmg.mod +30% blight +30% fire +30% darkness +30% acid Res.pen +5% physical Acc +11 (+2 eff.) ----- def ----- Armour +4 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Burnire' (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str +4 Mag dps ---------- Phys.crit +14.0% Spell.crit +5% Crit.mult +40.00% Spell.pwr +33 (+9 eff.) Melee+ 45 arcane 35 fire Dmg.mod +30% arcane Res.pen +20% fire Melee Ret 4 cold ----- def ----- Resists +12% cold +6% fire ---------- misc Mana/turn +0.40 Max.mana +220.00 Light +3 Infravis +4 See.Invis +26 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Layurinne' (42-50 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 42.0 - 50.4 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Str +3 Dex +6 Mag +6 Wil dps ---------- Spell.crit +5% Crit.mult +10.00% Spell.pwr +32 (+8 eff.) Dmg.mod +15% mind +42% fire Res.pen +21% fire +15% physical ---------- misc Max.mana +102.00 Max.stam +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone starstaff of wizardry (30-36 power, 6 apr, physical element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.crit +5% Spell.pwr +32 (+8 eff.) Dmg.mod +30% physical Phasing +25% ----- def ----- Defense +25 (+5 eff.) Shield.pwr +20% ---------- misc Max.mana +104.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Glaregrinder (32-49 power, 0 apr)3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 32.5 - 48.8 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +71 Melee+ +9 blight On Hit.r1 +16 acid On Hit: 20% Epidemic 4 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 29 Uses 1.0 Steam When used to Attack: Power 8.0 - 8.8 Physical Uses 50% Mag On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Str +4 Dex dps ---------- Phys.crit +9.0% Phys.pwr +8 (+1 eff.) Dmg.mod +6% light Res.pen +25% acid Acc +16 (+3 eff.) ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Disease- +20% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Goruvor (28-42 power, 0 apr)3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 28.0 - 42.0 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage Uses 1.0 Steam While equipped: Stats +5 Str dps ---------- Dmg.mod +11% physical Acc +17 (+3 eff.) ----- def ----- Armour +17 Defense +8 (+2 eff.) Fatigue +10% Resists +26% lightning +9% acid +3% blight Max.HP +80.00 ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Helltaint (20-31 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +3% mind +6% fire Res.pen +25% acid Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce all saves and defense by 33 On Melee Ret: * 18% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% Resists +3% fire +12% temporal ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Porariawe the Iceclash (52-79 power, 20 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 52.5 - 78.8 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +5.0% Atk.spd 100% Block +111 Phasing +16% Melee+ +8 cold Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 50% Mag Melee+ +17 light +16 darkness While equipped: Stats +3 Mag +1 Wil +11 Cun +1 Con dps ---------- Dmg.mod +20% light +14% darkness Melee Ret 6 arcane ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +18% light +17% darkness ---------- misc Infravis +2 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! |
Razorlock (25-38 power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 25.0 - 37.5 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 Recurse +2 Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +11 (+2 eff.) Fatigue +13% ---------- misc Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
Rholin the Winterhunger (40-60 power, 0 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +92 Melee+ +16 mind +23 cold On Crit.r2 +4 acid Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 50% Mag Melee+ +4 cold +19 light +20 darkness On Crit.r2 +4 acid While equipped: Stats +10 Str +8 Mag +11 Cun dps ---------- Dmg.mod +6% cold +15% physical +20% darkness +18% light Acc +21 (+4 eff.) On Hit (Melee): * 26% chance to reduce armor by 39% ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +20% light +15% cold +20% darkness +3% mind ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Voidblur (40-61 power, 0 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 Melee+ +15 blight On Crit.r2 +8 blight On Hit: 20% Epidemic 5 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 29 Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 50% Mag On Crit.r2 +27 light +40 fire While equipped: dps ---------- Res.pen +12% physical Acc +12 (+2 eff.) Apr +10 On shield block: * Deals 153 light and fire damage to each enemy blocked Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +12% light +13% fire Disease- +35% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
arcing dwarven-steel steamsaw of ruin (22-34 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage Uses 1.0 Steam While equipped: dps ---------- Phys.crit +10.0% Crit.mult +21.00% Apr +11 ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
crackling dwarven-steel steamsaw of torment (20-31 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego++] Arcane/Psionic/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +51 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 50% Mag Melee+ +12 lightning While equipped: Stats +3 Dex dps ---------- Melee Ret 7 lightning ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% Resists +15% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
living stralite steamsaw of lightning resistance (+18%) (35-52 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 35.0 - 52.5 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 50% Mag Melee+ +16 nature While equipped: ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +18% blight +18% nature +27% lightning Max.HP +100.00 ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Belotta (46-64 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 46.0 - 64.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +9.0% Atk.spd 100% Melee+ +11 nature On Hit: * 10% chance to reduce all saves and defense by 33 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con dps ---------- Phys.crit +9.0% Phys.pwr +7 (+1 eff.) Dmg.mod +6% mind Res.pen +30% physical ----- def ----- Defense +5 (+1 eff.) Disarm- +33% One-handed war axes. |
acidic dwarven-steel waraxe of rage (21-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 21.0 - 29.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 While equipped: Stats +1 Str dps ---------- Dmg.mod +6% physical Acc +9 (+2 eff.) One-handed war axes. |
arcing voratun waraxe of torment (41-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Psionic Power 41.0 - 57.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 102 damage One-handed war axes. |
voratun waraxe 'Blindripper' (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +17 light +8 darkness Against +15% Undead On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% ----- def ----- Resists +9% lightning +3% cold +6% mind Mind.save +18 (+4 eff.) One-handed war axes. |
Tulerarion the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +6 Resists +6% lightning +15% fire ---------- misc Max.hate +8.00 A belt that goes around your waist. |
Unlightstar1.0 T5 belt armor [Rare] Master While equipped: Stats +5 Str +4 Mag +12 Wil +5 Con dps ---------- Res.pen +30% darkness ----- def ----- Resists +12% fire +24% darkness +15% cold Crit.chn- 19.84% A belt that goes around your waist. |
hardened leather belt 'Ebonyraider'1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Dex +4 Con dps ---------- Res.pen +10% darkness +10% physical Apr +3 ----- def ----- Resists +8% lightning +8% temporal Die.at -40.00 life A belt that goes around your waist. |
Brightwreck the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Dex +2 Mag +3 Cun +4 Con dps ---------- Dmg.mod +16% darkness +12% fire Res.pen +8% darkness +10% fire ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness Stealth +14 ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+2 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.5 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 134.78 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+2 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
cashmere cloak 'Daimytondil' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +6% mind Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Defense +2 (+1 eff.) Resists +9% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Phys.pwr +12 (+2 eff.) Spell.pwr +31 (+8 eff.) Mov.spd +32% Dmg.mod +22% blight +9% all Melee Ret 34 darkness ----- def ----- Resists +13% all Dmg.red +22 all Heal.mod +50% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Carrion Feet: Level 4.5 Pwr.cost 15 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
verdant elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +8 Con dps ---------- Dmg.mod +14% acid +18% physical +24% cold +30% nature +18% fire ----- def ----- Resists +16% acid +19% physical +20% fire +20% cold +15% all Poison- +45% Disease- +49% ---------- misc Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
blightbringer's pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +4 Wil +12 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +8% acid +8% blight ----- def ----- Armour +4 Fatigue +3% Disease- +38% Blink to a nearby random location (rad 11) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of drakeskin leather boots of void walking (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Res.pen +19% darkness +19% temporal ----- def ----- Armour +5 Resists +30% darkness +30% temporal Phys.save +14 (+4 eff.) Spell.save +14 (+5 eff.) Mind.save +15 (+3 eff.) Def/telep +23 Res/telep +20% Dur/telep +30% A pair of boots made of leather. |
pair of hardened leather boots 'Radiancequeen' (0 def, 9 armour)2.0 T3 feet armor [Random Unique] Master While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+1 eff.) Res.pen +20% light +8% physical Apr +4 On Hit (Melee): * 10% chance to slow global speed by 61% ----- def ----- Armour +9 Resists +6% cold +3% darkness +3% nature ---------- misc Infravis +2 A pair of boots made of leather. |
pair of hardened leather boots 'Runumarion' (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +4 Dex ----- def ----- Armour +7 Resists +5% arcane +6% temporal Stealth +9 Die.at -80.00 life Max.HP +40.00 A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
Chyroddachik (30 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str dps ---------- Phys.crit +2.0% Crit.mult +10.00% Phys.pwr +12 (+2 eff.) Dmg.mod +15% arcane +6% physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +30 (+5 eff.) Fatigue +5% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.stam +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Ritch Claws (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Rushing Claws: Level 3.5 Pwr.cost 24 out of 24/24. Range 8 Travel.spd instantaneous Is a nature gift Description: Rushes toward your target with incredible speed. If the target is reached, you use your claws to pin it to the ground for 5 turns. You must rush from at least 2 tiles away. A pair of sharply honed gauntlets made from the claws of Ritch Impalers. |
Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
brawler's drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master While equipped: Stats +5 Str +5 Dex +4 Cun ----- def ----- Armour +3 Phys.save +14 (+4 eff.) ---------- misc Cooldown Double Strike -1 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. |
cinder dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 5 fire Dmg.mod +3% fire ----- def ----- Armour +2 Fatigue +3% Resists +7% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic drakeskin leather gloves of archery (0 def, 7 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Cun +5 Dex dps ---------- Acc +5 (+1 eff.) Apr +5 ----- def ----- Armour +7 Mind.save +8 (+2 eff.) Max.HP +63.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of sorrow (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: dps ---------- Mind.pwr +7 (+3 eff.) Melee+ 20 mind 15 darkness On Hit (Melee): * 17% chance to reduce all saves and defense by 33 ----- def ----- Armour +7 Fatigue +5% Mind.save +1 (+0 eff.) Max.HP +59.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of war-making (0 def, 6 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +12.0% Spell.crit +6% Mind.crit +7% Crit.mult +7.00% ----- def ----- Armour +6 Fatigue +5% Mind.save +7 (+1 eff.) Max.HP +52.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+4 eff.) Mind.pwr +15 (+5 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
Flamepain (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +7 Dex +4 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +6% temporal +6% fire Melee Ret 6 fire ----- def ----- Armour +3 Fatigue +3% Resists +12% temporal +6% fire +13% light +14% darkness Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1207.1 Physical damage. If the attack hits, the target is confused (45% effect) for 6 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. |
Glara (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +9 Str +4 Wil dps ---------- Crit.mult +10.00% Phys.pwr +8 (+1 eff.) Acc +25 (+5 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% physical Phys.save +8 (+2 eff.) Die.at -60.00 life ---------- misc Stam/turn +2.00 A cap made of leather. |
Lightningresolve (15 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +3 Defense +15 (+3 eff.) Fatigue +3% Resists +6% acid +3% physical +3% blight +8% fire +8% cold +8% lightning Max.HP +20.00 Stun/Frz- +20% A hat made of leather. Very stylish. |
Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+6 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Thundernull (3 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +7 Dex +7 Mag dps ---------- Dmg.mod +20% fire ----- def ----- Defense +3 (+1 eff.) Resists +21% lightning +30% fire +21% nature Crit.chn- 19.84% Phys.save +18 (+5 eff.) Die.at -80.00 life Confus- +26% Teleport- +26% A pointy cloth hat, very wizardly... |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
aegis elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +3 (+1 eff.) Shield.pwr +15% HP.reg +4.20 A pointy cloth hat, very wizardly... |
eldritch linen wizard hat of time (+10%) (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Defense +1 (+1 eff.) Resists +10% temporal ---------- misc Mana/turn +0.80 Mana/ret +0.80 Max.mana +40.00 Manaflow: Puts all charms on 40 cooldown Level 2.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
radiant stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +5 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +25% blight +26% darkness ---------- misc Light +2 A suit of armour made of mail. |
rejuvenating voratun mail armour of the deep (5 def, 16 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +16 Defense +5 (+1 eff.) Fatigue +12% Resists +15% acid +15% cold HP.reg +8.00 ---------- misc Stam/turn +2.50 Breathe water A suit of armour made of mail. |
Polatira (23 def, 14 armour)9.0 T4 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +1 Wil dps ---------- Crit.mult +15.00% Spell.pwr +15 (+4 eff.) Melee+ 16 acid 12 fire Res.pen +20% arcane Melee Ret 8 acid 9 fire ----- def ----- Armour +14 Defense +23 (+4 eff.) Fatigue +8% Resists +22% acid +15% cold +18% fire Mind.save +14 (+3 eff.) A suit of armour made of leather. |
drakeskin leather armour of the wind (35 def, 8 armour)9.0 T5 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +10.0% Apr +19 ----- def ----- Armour +8 Defense +35 (+6 eff.) Fatigue +8% ---------- misc Stam/turn +1.50 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 277 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
duelist's hardened leather armour of Toknor (13 def, 8 armour)9.0 T3 light armor [Ego++] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +7 (+1 eff.) ----- def ----- Armour +8 Defense +13 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
prismatic drakeskin leather armour of clarity (20 def, 8 armour)9.0 T5 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +17% light +20% darkness +8% mind Mind.save +24 (+6 eff.) A suit of armour made of leather. |
rejuvenating reinforced leather armour of the deep (12 def, 12 armour)9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +12 Defense +12 (+2 eff.) Fatigue +8% Resists +11% acid +13% cold HP.reg +6.80 ---------- misc Stam/turn +1.30 Breathe water A suit of armour made of leather. |
rejuvenating reinforced leather armour of the hero (12 def, 7 armour)9.0 T4 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +6 Str +5 Dex +5 Mag +5 Wil +4 Cun ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Max.HP +54.00 HP.reg +3.90 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
rejuvenating rough leather armour of acid resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% acid HP.reg +2.50 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
Shiverwild (0 def, 24 armour)17.0 T5 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +6 Str dps ---------- Phys.crit +10.6% Dmg.mod +15% blight +36% physical Acc +25 (+5 eff.) Apr +5 Melee Ret 13 cold ----- def ----- Armour +24 Fatigue +22% Die.at -80.00 life HP.reg +8.00 ---------- misc Stam/turn +2.30 Max.stam +39.69 A suit of armour made of metal plates. |
shocking voratun shield of shrapnel (0 def, 10 armour, 65-78 power, 214 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 65.0 - 78.0 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +214 While equipped: dps ---------- Melee+ 35 lightning On shield block: * Cause enemies within radius 6 to bleed for 401 physical damage over 5 turns (1/turn) Melee Ret 21 lightning ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Cyrissra the Hellsstriker (21/21, 52-73 power, 18 apr)3.0 T5 arrow ammo [Rare] Arcane Power 52.0 - 72.8 Physical Uses 50% Str, 50% Mag, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 21 Ranged+ +26 blight +26 fire On Hit.r1 +26 arcane +26 fire On Crit.r2 +26 arcane +26 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage Arrows are used with bows to pierce your foes to death. |
barbed quiver of dragonbone arrows of grasping (20/20, 76-106 power, 18 apr)3.0 T5 arrow ammo [Ego++] Nature/Master Power 76.0 - 106.4 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +26.0% Capacity 20 On Hit: * 20% chance to create vines that bind the target to the ground dealing 218 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 401 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows of amnesia (18/22, 56-78 power, 18 apr)3.0 T5 arrow ammo [Ego+] Psionic Power 55.5 - 77.7 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 22 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
492 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
45 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
34 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Sunbreacher the dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +25% acid Melee Ret 2 light On Hit (Melee): * 10% chance to reduce armor by 39% ----- def ----- Resists +3% nature +6% light Max.HP +32.00 ---------- misc Max.stam +21.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xereyalle the Carrionspawner (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +5 Cun +6 Con dps ---------- Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 61% ---------- misc Equi/ret +0.08 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
28 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Ce'Nuremina the Nimbuspiety1.0 T5 lite [Rare] Arcane While equipped: Stats +3 Dex +3 Mag dps ---------- Phys.crit +8.0% Crit.mult +22.80% Dmg.mod +18% lightning +30% temporal +11% light ----- def ----- Defense +15 (+3 eff.) Resists +15% darkness +3% physical Affinity +5% light ---------- misc Light +8 Sun Flare: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 203.33 light damage. At talent level 3 you gain 36% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Yvelaith1.0 T3 lite [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +10% Crit.mult +5.00% Mind.pwr +7 (+3 eff.) Dmg.mod +8% light Res.pen +20% mind Melee Ret 6 mind ----- def ----- Resists +5% darkness Affinity +5% light Mind.save +14 (+3 eff.) ---------- misc Psi/ret +0.08 Light +6 See.Stealth +8 See.Invis +13 Sun Flare: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 203.33 light damage. At talent level 3 you gain 36% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching alchemist's lamp1.0 T3 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 13 fire ----- def ----- Resists +7% fire ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
9 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
29 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
iron torque of psionic shield [power 25] (24/25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful stralite torque of psionic shield [power 101] (24/25 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 101 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Malilar the dragonbone totem of stinging [power 560] (24/15 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Mind.pwr +25 (+8 eff.) Dmg.mod +15% mind +24% physical Acc +20 (+4 eff.) Apr +4 Melee Ret 10 acid ----- def ----- Armour +12 ---------- misc Stam/turn +3.97 Max.psi +60.00 Sting an enemy dealing 605 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
piercing dragonbone totem of healing [power 440] (24/15 cooldown)2.0 T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 440 Puts all charms on 15 cooldown 100% to increase all damage penetration by 29% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful yew totem of healing [power 266] (24/15 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
21 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Xerelrakira the dragonbone wand of shielding [power 446] (24/20 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Res.pen +20% blight ---------- misc Light +3 Wards +6 blight +4 temporal +4 light +6 arcane Talents +1 Ward Create a shield absorbing up to 446 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive dragonbone wand of shielding [power 458] (24/20 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 458 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 18% 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. |
Burning Star1.0 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. |
6 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
30 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
voratun toxic cannister launcher0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
voratun viral needlegun0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By WHF058 the Whitehoof Wanderer level 50
12nd Pain 124th year of Ascendancy at 00:17 see stats
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By WHF058 the Whitehoof Wanderer level 10
17th Retaking 124th year of Ascendancy at 16:04 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By WHF058 the Whitehoof Wanderer level 12
20th Retaking 124th year of Ascendancy at 14:39 see stats
An Other Brick in the Wall (Insane (Roguelike) difficulty)
Defeated Aeryn in the Gates of Morning without destroying the Observatory nor using ritches help.By WHF058 the Whitehoof Wanderer level 43
33rd Revenge 124th year of Ascendancy at 19:26 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By WHF058 the Whitehoof Wanderer level 46
35th Revenge 124th year of Ascendancy at 23:25 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By WHF058 the Whitehoof Wanderer level 32
5th Revenge 124th year of Ascendancy at 15:03 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By WHF058 the Whitehoof Wanderer level 32
51st Retaking 124th year of Ascendancy at 18:35 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By WHF058 the Whitehoof Wanderer level 10
17th Retaking 124th year of Ascendancy at 00:05 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By WHF058 the Whitehoof Wanderer level 20
32nd Retaking 124th year of Ascendancy at 00:16 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By WHF058 the Whitehoof Wanderer level 30
50th Retaking 124th year of Ascendancy at 13:09 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By WHF058 the Whitehoof Wanderer level 40
31st Revenge 124th year of Ascendancy at 23:00 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By WHF058 the Whitehoof Wanderer level 50
3rd Pain 124th year of Ascendancy at 03:53 see stats
No Steam, No Palace. No Palace, No Palace! (Insane (Roguelike) difficulty)
Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By WHF058 the Whitehoof Wanderer level 50
12nd Pain 124th year of Ascendancy at 00:05 see stats
One Ill Turn Deserves Another (Insane (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By WHF058 the Whitehoof Wanderer level 50
12nd Pain 124th year of Ascendancy at 00:05 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By WHF058 the Whitehoof Wanderer level 31
51st Retaking 124th year of Ascendancy at 12:49 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By WHF058 the Whitehoof Wanderer level 43
33rd Revenge 124th year of Ascendancy at 16:54 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By WHF058 the Whitehoof Wanderer level 25
39th Retaking 124th year of Ascendancy at 02:44 see stats
The Dead God Rests (Insane (Roguelike) difficulty)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By WHF058 the Whitehoof Wanderer level 50
15th Pain 124th year of Ascendancy at 09:15 see stats
The High Lady's Destiny (Finale) (Insane (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By WHF058 the Whitehoof Wanderer level 43
33rd Revenge 124th year of Ascendancy at 19:26 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By WHF058 the Whitehoof Wanderer level 50
11st Pain 124th year of Ascendancy at 13:27 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By WHF058 the Whitehoof Wanderer level 19
31st Retaking 124th year of Ascendancy at 16:43 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By WHF058 the Whitehoof Wanderer level 33
9th Revenge 124th year of Ascendancy at 05:54 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By WHF058 the Whitehoof Wanderer level 27
41st Retaking 124th year of Ascendancy at 04:53 see stats
True Savior (Insane (Roguelike) difficulty)
Freed all the Orc Prides without killing a single mind-controlled orc.By WHF058 the Whitehoof Wanderer level 31
51st Retaking 124th year of Ascendancy at 12:49 see stats
Log
WHF058 activates Chant of Fortitude.
WHF058 deactivates Elemental Discord.
WHF058 activates Elemental Discord.
WHF058 deactivates Pace Yourself.
WHF058 activates Pace Yourself.
WHF058 deactivates Trained Reactions.
WHF058 activates Trained Reactions.
WHF058 deactivates Chant of Fortitude.
WHF058 activates Chant of Fortitude.
WHF058 deactivates Elemental Discord.
WHF058 activates Elemental Discord.
WHF058 deactivates Pace Yourself.
WHF058 activates Pace Yourself.
WHF058 deactivates Trained Reactions.
WHF058 activates Trained Reactions.
WHF058 deactivates Chant of Fortitude.
WHF058 activates Chant of Fortitude.
WHF058 uses Lifeless Rush.
WHF058 uses Rampage.
WHF058 begins rampaging!
WHF058 is no longer out of phase.
WHF058 is no longer rampaging.
Talent Rampage is ready to use.
WHF058 uses her Cuthegas the Glacierterror !
WHF058 is out of phase.



































































































































































































































