











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Store Restocker 1.5.5Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.5.5This 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 Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Whitehoof |
Class | Adventurer |
Level / Exp | 50 / 1520% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 225 (base 60) |
Dexterity | 114 (base 60) |
Constitution | 128 (base 50) |
Magic | 104 (base 60) |
Willpower | 84 (base 60) |
Cunning | 115 (base 60) |
Resources
Mana | 994/994 |
Negative | 672/672 |
Life | 29606/29606 |
Paradox | 500 |
Hate | 100/100 |
Vim | 658/658 |
Positive | 667/667 |
Stamina | 772/772 |
Steam | 140/140 |
Healing Factor | 1.7139597315436 |
Regeneration | 138.72731341544 |
Speed
Mental | +134.63966364295% |
Attack | +91.8% |
Movement | +1665.370061829% |
Spell | +144.93325026405% |
Global | +164.52863224038% |
Vision
Sight | 10 |
Lite | 21 |
Infravision | 12 |
See Stealth | 83.770219185802 |
See Invisible | 103.7702191858 |
Offense: Mainhand
Damage | 660 |
Accuracy | 82 |
Crit Chance | 366% |
APR | 41 |
Speed | 0.43 |
Offense: Spell
Spellpower | 170 |
Crit Chance | 100% |
Speed | 0.4082744988367 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 169 |
Crit Chance | 100% |
Speed | 0.52137643378519 |
Offense: Damage Bonus
Physical | +36% |
Cold | +21% |
All | +17% |
Lightning | +49% |
Light | +77% |
Darkness | +77% |
Arcane | +32% |
Fire | +119% |
Nature | +39% |
Offense: Damage Penetration
Nature | +27% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 315.51726448076 (100%) |
Defense | 90 |
Ranged Defense | 88 |
Fatigue | 0 |
Physical Save | 89 |
Spell Save | 72 |
Mental Save | 85 |
Defense: Resistances
Nature | + 50%( 70%) |
Lightning | + 58%( 70%) |
Physical | + 54%( 70%) |
Darkness | + 70%( 70%) |
Blight | + 54%( 70%) |
Arcane | + 53%( 70%) |
Fire | + 70%( 70%) |
All | + 45%( 70%) |
Defense: Immunities
Stun Resistance | 99% |
Confusion Resistance | 49% |
Fear Resistance | 49% |
Poison Resistance | 100% |
Blind Resistance | 99% |
Silence Resistance | 80% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 74% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.3 steam per turn. Can be activated for an instant burst of 101 steam. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 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 343 damage for 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 357 damage for 5 turns. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 259% efficiency and cooldown mod of 54%. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Wrath | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Golemancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Fearfire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Trapping | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Spellblaze | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1.20 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Pugilism | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Fire | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Artifice | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Engineering | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Black-magic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Molten Iron Blood |
talent | Fiery Hands |
talent | Shadow Combat |
talent | Range Amplification Device |
talent | Share the Pain |
talent | Lacerating Strikes |
talent | Weapon Folding |
talent | Flame of Urh'Rok |
talent | Apply Poison |
talent | Eternal Suffering |
talent | Automated Cloak Tessellation |
talent | Shock Hands |
talent | Blade Flurry |
talent | Inner Power |
talent | Arcane Feed |
talent | Leeching Poison |
talent | Shadow Feed |
talent | Volatile Poison |
talent | Hymn of Shadows |
talent | Quicken Spells |
talent | Agile Gunner |
talent | Chant of Fortitude |
talent | Daunting Presence |
talent | Hymn Nocturnalist |
talent | Abyssal Shield |
talent | Bleak Outcome |
talent | Weapon of Light |
talent | Gloom |
talent | Spellcraft |
talent | Arcane Combat |
beneficial effect | The target is so fast it may blink throught obstacles if moving in the same direction for over two turns. Fast As Lightning |
beneficial effect | The thrill of combat improves the target's maximum life by 11%, life regeneration by 27.85, and stamina regeneration by 5.57. Bloodbath |
beneficial effect | Countering melee attacks: Has a 51% chance to get an automatic counter attack when avoiding a melee attack. (2.4 counters remaining) Counter Attacking |
beneficial effect | The target is moving is 90% faster. 3 Celerity |
beneficial effect | You have 5 charges. Death Momentum |
detrimental effect | Zone-wide effect: +10% nature damage, -10% nature resistance, -10% ranged defense, -20% poison immunity. Slimy floor |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | The target is surrounded by a magical shield, absorbing 634/634 damage before it crumbles. Damage Shield |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 4%. Strength and Willpower are increased by 2. Poisons and diseases have a 23% chance of being neutralized each turn. Cursed Form |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Movement is 1000% faster. Step Up |
beneficial effect | Next 4 melee attacks are certain to critically strike, and this unit has 34% more critical power. Voracious Blade |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * 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 | ![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +10 Str +12 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +8% Phys.save +18 (+4 eff.) Pinning- +125% Knockbk- +25% Teleport- +100% Generate 7 steam each time you walk. Boots. But with steam power! |
Light source | ![]() 0.0 T5 lite [Random Unique] Arcane While equipped: Stats +4 Dex +7 Mag +4 Con dps ---------- Spell.crit +10% Spell.pwr +22 (+3 eff.) ----- def ----- Fatigue -6% Resists +17% blight +16% darkness ---------- misc Light +9 Infravis +8 See.Invis +20 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 9 turns, and deals 54 blight damage or heals 68 life. Creatures standing in the retch also have 10% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +6 Str +6 Con dps ---------- Acc +25 (+5 eff.) ----- def ----- Armour +14 Defense +4 (+1 eff.) Fatigue +10% Resists +10% all Blind- +100% ---------- misc Light +7 A Helmet. But with steam power! |
Tool | ![]() 2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Gain a random beneficial effect. Uses 18 power out of 30/30 A hypospray full of ...something. There is no telling what you're injecting yourself with. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+1 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+2 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.4 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 575.47 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Around waist | ![]() 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +7 Cun dps ---------- Mind.crit +4% Mind.pwr +10 (+1 eff.) Dmg.mod +12% nature Res.pen +27% nature Melee Ret 12 nature On Hit (Melee): * Slows global speed by 33% ----- def ----- Fatigue -10% Mind.save +15 (+3 eff.) ---------- misc Max.enc +60 Stam/turn +0.50 Mana/turn +0.50 Psi/turn +0.50 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 193% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 On Hit: * burn your foe dealing 105 damage and igniting the ground for 4 turns While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
On hands | ![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +14 Disarm- +100% ---------- misc Talents +5 Voltaic Sentry Unarmed combat: Power 144% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 125% Gauntlets. But with steam power! |
Main armor | ![]() 22.0 T5 massive armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +11 Str +7 Dex dps ---------- Phys.pwr +22 (+2 eff.) Steampwr +22 (+4 eff.) ----- def ----- Armour +29 Defense +27 (+6 eff.) Fatigue +12% Resists +25% lightning Phys.save +64 (+13 eff.) HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Stun/Frz- +50% ---------- misc Max.steam +15.00 Talents +5 Steam Powered Armour Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +12 Cun ----- def ----- Defense +14 (+3 eff.) Resists +20% nature On falling below 20% of your max life, releases a cloud of smoke, confusing nearby enemies and giving you stealth and a chance to avoid incoming damage for 5 turns. Cause the next damage you deal to inflict crippling poison (does not recharge until used), dealing minor poison damage and causing your target to have a 10% chance to fail all talents. Uses 8 power out of 12/12 Activation is instant. Lined with reactive mechanisms, this cloak is equipped for any situation you might possibly encounter, and several you couldn't possibly encounter! |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+3 eff.) Steampwr +40 (+8 eff.) Spell.pwr +40 (+5 eff.) Mind.pwr +40 (+4 eff.) May understand old Sher'Tul language. "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." |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 152% efficiency and cooldown mod of 99%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 87% efficiency and cooldown mod of 99%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 104% efficiency and cooldown mod of 96%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 53%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 234% efficiency and cooldown mod of 92%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 210% efficiency and cooldown mod of 90%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 223% efficiency and cooldown mod of 54%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.9 steam per turn. Can be activated for an instant burst of 29 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.4 steam per turn. Can be activated for an instant burst of 32 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 20.3 steam per turn. Can be activated for an instant burst of 101 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.6 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 27.6 steam per turn. Can be activated for an instant burst of 138 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 949 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 7 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 9 turns. While Heroism is active, you will only die when reaching -782 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 228.85 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 60 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 280.31 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 73 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 758.55 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 458 damage for 6 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 524 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (40% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 35) for 13 turns. Your mind will become more receptive for 13 turns, allowing you to sense any demon around. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +0 (+0 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +25% temporal Melee Ret 16 arcane 8 temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +22% light +9% temporal +22% darkness +5% arcane Blind- +38% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +15% acid Res.pen +10% nature +10% acid On Hit (Melee): * Slows global speed by 30% * 30% chance to corrode armour by 30% ----- def ----- Resists +12% nature Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.pwr +4 (+0 eff.) Dmg.mod +9% mind +18% arcane ----- def ----- Resists +10% physical ---------- misc Stam/turn +0.80 Equi/ret +0.32 Max.psi +30.00 Telepathy Humanoid/Orc Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Res.pen +5% physical Apr +3 ----- def ----- Resists +9% lightning +15% physical +30% mind +6% temporal Phys.save +20 (+4 eff.) Max.HP +80.00 HP.reg +3.00 Disarm- +15% Confus- +59% ---------- misc Stam/turn +1.20 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +24 (+5 eff.) Spell.save +23 (+5 eff.) Mind.save +25 (+5 eff.) Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 12 light 13 darkness Dmg.mod +13% light +13% darkness On Melee Ret: * 13% chance to inflict 15% damage reduction * 15% chance to blind Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +3 Cun +3 Con dps ---------- Dmg.mod +11% acid ----- def ----- Armour +6 Resists +22% acid Phys.save +6 (+2 eff.) 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? |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Mind.save +9 (+2 eff.) ---------- misc Max.hate +2.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +0% ----- def ----- Spell.save +7 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% lightning Res.pen +20% mind ----- def ----- Resists +32% lightning +3% light +9% blight +9% cold +12% nature +9% darkness Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 48 power out of 100/100 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" |
![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +9 Wil dps ---------- Mind.crit +7% ----- def ----- Mind.save +30 (+6 eff.) Heal/summ +30 ---------- misc Equi/ret +0.12 Max.hate +8.00 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +13% acid ----- def ----- Defense +10 (+2 eff.) Resists +26% acid Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 484.74 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s). Uses 20 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Dual techniques +0.30 Technique/Combat training +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Unarmed training +0.30 Technique/Thuggery +0.30 Technique/Shield defense +0.30 Technique/Two-handed weapons +0.30 Technique/Archery prowess +0.30 Technique/Archery excellence +0.30 Technique/Combat techniques +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Shield offense +0.30 Technique/Superiority +0.30 Technique/Pugilism +0.30 Technique/Finishing moves +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 120% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+1 eff.) Dmg.mod +20% light ----- def ----- Resists +8% darkness +11% temporal Anom.red +15 Def/telep +23 Res/telep +16% Dur/telep +28% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Master Power 136% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +28 mind While equipped: dps ---------- Phys.crit +14.0% Spell.crit +5% Crit.mult +30.00% Spell.pwr +15 (+2 eff.) Mind.pwr +25 (+3 eff.) Dmg.mod +30% darkness +6% light Res.pen +10% light ----- def ----- Heal/summ +20 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Unique] Unknown Power 136% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+5 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 144% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +8 Crit +5.0% Atk.spd 100% Melee+ +4 fire On Crit.r2 +8 physical While equipped: Stats +3 Con dps ---------- Spell.crit +12% Spell.pwr +39 (+5 eff.) Dmg.mod +36% blight Acc +2 (+0 eff.) ----- def ----- HP.reg +0.40 ---------- misc Mana/turn +0.29 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 18 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 136% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% light Res.pen +15% light ---------- misc Mana/turn +0.40 Max.mana +98.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 115% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 lightning +7 temporal On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Melee Ret 9 temporal ----- def ----- Resists +9% temporal Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego] Arcane/Master Power 184% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +19 acid On Crit: * splashes the target with acid While equipped: dps ---------- Crit.mult +0.00% Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Nature Power 169% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +16% nature ----- def ----- Resists +12% all Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Nature Power 150% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Acid Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +18 nature +14 temporal On Hit.r1 +12 nature +16 acid While equipped: dps ---------- Crit.mult +0.00% ----- def ----- Resists +24% acid Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Rare] Psionic Power 169% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Fire Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +12 fire On Hit.r1 +20 darkness On Hit: * 25% chance to put talents on cooldown While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +25% fire On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% fire Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Rare] Master Power 165% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +4 blight On Hit.r1 +8 darkness On Crit.r2 +4 darkness +12 blight On Hit: * 40% chance to disease While equipped: dps ---------- Res.pen +5% blight Acc +19 (+4 eff.) ----- def ----- Defense +19 (+4 eff.) Resists +9% darkness Disarm- +61% Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane Power 124% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil dps ---------- Crit.mult +0.00% Spell.pwr +10 (+1 eff.) Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc 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 dps ---------- Crit.mult +0.00% ----- 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. |
![]() 3.0 T4 greatsword 2H weapon [Rare] Nature Power 159% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +56 insidious poison On Crit.r2 +16 fire While equipped: Stats +4 Str +2 Wil +3 Cun dps ---------- Crit.mult +0.00% Dmg.mod +3% temporal On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature Power 176% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +51 insidious poison While equipped: dps ---------- Res.pen +16% nature ----- def ----- Resists +12% all Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 172% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +21 fire On Crit: * wounds the target for 7 turns: 48 bleeding, 99% reduced healing While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +14 (+1 eff.) Dmg.mod +15% nature Res.pen +5% fire Acc +17 (+3 eff.) Melee Ret 4 nature ----- def ----- Defense +16 (+3 eff.) Resists +12% nature Disarm- +57% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 172% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +19.0% Crit.mult +26.00% Apr +21 Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 150% Range: 1.4x Uses 40% Wil, 70% Mag, 90% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * inflicts bonus temporal damage and slows target While equipped: dps ---------- Dmg.mod +12% temporal +10% physical Rethread: Level 2.0 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 453.90 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 158% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane Power 154% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +17 blight +16 arcane On Hit: 10% Epidemic 5 On Hit: * 17% chance to disease * Random elemental explosion While equipped: Stats +2 Cun +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +6% blight +6% arcane Res.pen +34% acid +34% fire +32% lightning +31% cold ----- def ----- Mind.save +9 (+2 eff.) Disease- +35% Sharp, long, and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Nature Power 147% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +58 insidious poison +12 arcane While equipped: dps ---------- S.pwr/crit +10 Melee Ret 8 mind ---------- misc Max.psi +20.00 Max.vim +50.00 Telepathy Dragon Humanoid/Orc One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Nature Power 151% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +57 insidious poison On Crit.r2 +20 blight On Hit: * 51% chance to daze at end of turn While equipped: dps ---------- Dmg.mod +12% blight +9% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +12% blight One-handed war axes. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Nature/Master Power 148% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 darkness +9 cold On Hit.r1 +12 fire On Crit.r2 +8 darkness On Crit: * cripple the target While equipped: dps ---------- Phys.crit +9.0% Res.pen +8% nature On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +3% darkness +7% all Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 40% Wil, 64% Cun, 50% Mag 35% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Creeping Darkness: Level 3.0 Pwr.cost 15 out of 40/40. Range 8 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 171.36 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 T5 dagger 1H weapon [Ego] Arcane/Master Power 158% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +21 cold Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 94% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Fire Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 88% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Physical Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 3.0 T2 mindstar 1H weapon [Ego++] Nature/Disrupt This natural mindstar summons a caller. Power 88% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +15% Unnatural On Hit: * disrupts spell-casting While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 111% Range: 1.1x Uses 85% Wil, 50% Mag, 22% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+1 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+5 eff.) ---------- misc Max.psi +20.00 Masteries +0.10 Psionic/Focus +0.20 Psionic/Absorption Resonance Field: Level 3.0 Pwr.cost 15 out of 25/25. Range melee/personal Travel.spd instantaneous Is a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (739 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() 3.0 T5 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 150% Range: 1.5x Uses 40% Wil, 50% Mag, 110% Str Dmg Fire Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +27 Crit +6.0% Atk.spd 100% Block +80 On Crit: * deal a melee attack against all other enemies in a circle around you Uses 1.0 Steam While equipped: Stats +8 Cun +10 Str ----- def ----- Armour +15 Defense +12 (+3 eff.) Fatigue +9% ---------- misc Talents +3 Block Masteries +0.30 Steamtech/Sawmaiming Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Master Power 65% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Blight Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +4 Dex +6 Cun dps ---------- Dmg.mod +21% physical Res.pen +5% blight +21% physical ----- def ----- Armour +6 Pinning- +35% Stun/Frz- +15% Dur/telep +20% ---------- misc Telepathy Dragon Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 sling 1H weapon Reqs Shoot [Ego+] Arcane Power 65% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +6 While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% temporal +7% physical Res.pen +6% temporal +7% physical ---------- misc Reload +2 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Rare] Master Power 65% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +10 On Hit.r1 +12 acid +8 fire On Crit.r2 +8 fire While equipped: Stats +6 Str dps ---------- Phys.pwr +12 (+1 eff.) Dmg.mod +9% fire Res.pen +10% acid ----- def ----- Resists +15% fire ---------- misc Light +2 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego] Master Power 65% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +8 Cun +6 Str dps ---------- Phys.pwr +15 (+1 eff.) Res.pen +24% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 steamgun 2H weapon Reqs Shoot [Unique] Steamtech Power 65% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +25 Atk.spd 67% Dmg.mult 250% Range +10 Proj.spd +600% Shots beam through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 12 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 156% Range: 1.4x Uses 40% Wil, 70% Dex, 60% Mag 50% Str Dmg Void Acc+ +0.2% crit / acc Apr +30 Crit +6.0% Capacity 0 On Hit: 10% Spatial Tether 1 On Hit: 5% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T5 shot ammo [Unique] Arcane/Steamtech Power 143% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+2 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T5 cloth armor [Rare] Nature While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +18% nature +15% light Res.pen +25% light On Hit (Melee): * 33% chance to blind ----- def ----- Defense +5 (+1 eff.) Resists +27% nature ---------- misc Psi/ret +0.12 Max.psi +20.00 Telepathy Demon/Minor Demon/Major A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Random Unique] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +32% lightning +18% cold +6% darkness +5% arcane Blind- +5% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +8% Resists +10% acid +12% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego] Master While equipped: dps ---------- Melee Ret 17 physical ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +21% cold A suit of armour made of leather. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+2 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+3 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 8 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 690.42 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 9.0 T5 light armor [Ego++] Master While equipped: Stats +7 Str +5 Dex dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +7 (+0 eff.) ----- def ----- Armour +8 Defense +11 (+2 eff.) Fatigue +8% Phys.save +13 (+3 eff.) A suit of armour made of leather. |
![]() 14.0 T1 heavy armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Mind.save +13 (+3 eff.) Max.HP +49.00 HP.reg +1.60 Heal.mod +13% A suit of armour made of mail. |
![]() 17.0 T4 massive armor [Rare] Master While equipped: dps ---------- Melee Ret 12 arcane 15 physical ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% Resists +18% acid +4% physical +9% light +6% nature +6% lightning Crit.dmg- 15.00% Teleport- +15% A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% Resists +23% cold A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+3 eff.) HP.reg +0.00 Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 892.58 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 15 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 17.0 T5 massive armor [Ego++] Master While equipped: Stats +4 Str +5 Con ----- def ----- Armour +25 Defense +9 (+2 eff.) Fatigue +19% Phys.save +12 (+3 eff.) Max.HP +39.00 HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% Resists +6% light +6% darkness ---------- misc Max.enc +20 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Crit.mult +3.00% Phys.pwr +6 (+0 eff.) ----- def ----- Armour +6 Spell.save +5 (+1 eff.) Die.at -80.00 life Max.HP +40.00 ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +7% Dmg.mod +15% arcane ----- def ----- Armour +11 Spell.save +9 (+2 eff.) ---------- misc Mana/turn +0.12 Telepathy Humanoid/Orc Create a temporary shield that absorbs 314 damage Puts all charms on 18 cooldown A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +8 Lck dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness +25% light Melee Ret 12 light On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% darkness Stealth +5 ---------- misc T.Disarm +12 Infravis +5 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +6% Res.pen +25% nature +10% mind Melee Ret 12 nature ----- def ----- Defense +2 (+1 eff.) Heal/summ +40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Max.HP +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 6 out of 25/25. Range 10 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 158 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 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 2.2 Pwr.cost 17 out of 28/28. Range 10 Travel.spd instantaneous Is a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 325.29 arcane damage in radius 2, and will each trigger at one turn intervals. 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. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Str +9 Con dps ---------- Crit.mult +30.00% Dmg.mod +9% darkness Res.pen +20% darkness Apr +6 ----- def ----- Defense +9 (+2 eff.) Rng.Def +6 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +12 Defense +3 (+1 eff.) Resists +27% temporal +30% darkness +30% cold Def/telep +23 Res/telep +15% Dur/telep +20% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Ego+] Psionic While equipped: ----- def ----- Armour +3 Fatigue +3% Phys.save +7 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +5 (+1 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness +6% lightning Res.pen +10% lightning +20% darkness Melee Ret 16 darkness ----- def ----- Armour +4 Defense +5 (+1 eff.) Rng.Def +5 (+1 eff.) Fatigue +3% Resists +15% lightning Phys.save +0 (+0 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +4 Fatigue -3% Resists +20% light Phys.save +0 (+0 eff.) Max.HP +41.00 Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Stam/turn +0.40 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +9% acid Res.pen +25% acid Melee Ret 16 acid ----- def ----- Armour +4 Fatigue -3% Resists +9% fire +10% cold Phys.save +0 (+0 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Light +3 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 94% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 115% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +4.0% Atk.spd 167% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 340.07 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T3 hands armor [Rare] Master While equipped: Stats +3 Dex +3 Con dps ---------- Dmg.mod +6% physical Acc +15 (+3 eff.) ----- def ----- Armour +8 Heal.mod +10% ---------- misc Stam/turn +1.00 Unarmed combat: Power 117% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Acc +6 Apr +12 Crit +15.0% Atk.spd 125% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Ego++] Arcane/Master While equipped: Stats +6 Dex +4 Mag +4 Wil +5 Cun dps ---------- Melee+ 7 acid 6 fire 7 cold 6 lightning Acc +8 (+2 eff.) Apr +11 ----- def ----- Armour +2 Unarmed combat: Power 123% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Acc +9 Apr +17 Crit +8.0% Atk.spd 125% Melee+ +13 ice +19 fire +12 acid +17 lightning On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +13 (+1 eff.) ----- def ----- Armour +2 Unarmed combat: Power 124% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Ego+] Nature/Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 11 nature Dmg.mod +6% nature Acc +11 (+2 eff.) ----- def ----- Armour +2 Resists +11% darkness +8% nature ---------- misc Infravis +3 Unarmed combat: Power 120% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Acc +10 Apr +9 Crit +17.0% Atk.spd 125% Melee+ +19 darkness On Crit.r2 +10 nature On Hit: 10% Poison Breath 3 On Crit: 10% Dominate 3 Track: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +6% Spell.pwr +12 (+2 eff.) Mind.pwr +6 (+1 eff.) Melee+ 14 temporal 12 mind 27 darkness Ranged+ 11 temporal Dmg.mod +10% temporal Melee Ret 8 mind On Hit (Melee): * 22% chance to cause random gloom ----- def ----- Armour +3 Resists +12% temporal Mind.save -10 (-2 eff.) ---------- misc Mana/turn +0.30 Unarmed combat: Power 130% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 125% Melee+ +16 arcane On Hit.r1 +4 arcane On Crit.r2 +8 arcane On Hit: 10% Reproach 5 On Hit: 10% Elemental Bolt 5 On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Ruined Earth: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 8 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 8 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Melee+ 8 acid 8 fire 8 cold 8 lightning ----- def ----- Armour +3 Unarmed combat: Power 136% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 125% Melee+ +12 ice +27 fire +21 acid +21 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-1 eff.) Spell.pwr -10 (-1 eff.) Mind.pwr -10 (-1 eff.) ----- def ----- Defense -10 (-2 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +5 Con +3 Wil dps ---------- Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +8% acid +8% fire +8% cold +8% lightning ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +15% fire +15% cold +15% lightning ---------- misc See.Invis +15 This jeweled crown shimmers with colors. |
![]() 2.0 T5 head armor [Ego++] Nature While equipped: Stats +11 Lck dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% ----- def ----- Armour +5 Fatigue +5% Resists +11% nature Spell.save +7 (+1 eff.) Max.HP +99.00 Heal.mod +16% A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+0 eff.) ----- def ----- Armour +11 Fatigue +5% ---------- misc Infravis +4 A cap made of leather. |
![]() 3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Phys.pwr +0 (+0 eff.) Spell.pwr +0 (+0 eff.) Mov.spd +0% Melee+ 15 phys.bleed Acc +0 (+0 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Light +0 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. |
![]() 3.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +13 Lck dps ---------- Phys.crit +5.0% Spell.crit +6% Mind.crit +5% ----- def ----- Armour +4 Fatigue +4% Phys.save +18 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +10 Lck +4 Wil dps ---------- Phys.crit +5.0% Spell.crit +4% Mind.crit +4% Acc +0 (+0 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +8% blight Mind.save +9 (+2 eff.) ---------- misc Light +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T4 head armor [Unique] Arcane While equipped: Stats +5 Mag +3 Wil +4 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+2 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% blight Disease- +40% ---------- misc Light +0 See.Stealth +12 See.Invis +12 Masteries +0.10 Corruption/Vim Vimsense: Level 3.0 Pwr.cost 15 out of 32/32. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 69%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() 3.0 T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 3.0 T5 head armor [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Acc +0 (+0 eff.) Apr +5 Melee Ret 16 physical ----- def ----- Armour +21 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Fatigue +5% Phys.save +44 (+9 eff.) Mind.save +15 (+3 eff.) Heal.mod +30% ---------- misc Light +0 Battle Cry: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex +4 Con dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +12 Fatigue +5% Resists +9% darkness Silence- +25% ---------- misc Light +0 Infravis +3 See.Invis +18 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Ego++] Arcane/Nature While equipped: Stats +7 Str +7 Mag +15 Wil dps ---------- Spell.crit +5% Phys.pwr +11 (+1 eff.) Dmg.mod +20% blight +19% arcane ----- def ----- Armour +5 Fatigue +5% Resists +15% physical Phys.save +10 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
![]() 1.0 T3 lite [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Resists +7% blight Max.HP +45.00 HP.reg +3.40 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 15 fire ----- def ----- Resists +6% fire ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Ego+] Arcane/Master While equipped: dps ---------- Dmg.mod +13% darkness ----- def ----- Resists +13% light Affinity +5% darkness ---------- misc Light +9 Infravis +5 Moonlight Ray: Puts all charms on 5 cooldown Level 4.0 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 753.91 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego++] Master/Psionic While equipped: ----- def ----- Defense +12 (+3 eff.) Phys.save +16 (+4 eff.) Spell.save +19 (+4 eff.) Mind.save +18 (+4 eff.) Blind- +34% Confus- +28% ---------- misc Light +8 See.Stealth +24 See.Invis +17 Track: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+1 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +6 (+2 eff.) Pinning- +10% Knockbk- +10% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +9.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +5.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 48] powerful fiery salve [power 48]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 259% efficiency and 54% cooldown modifier. Remove 2 magical effects and grants a fiery aura (48% fire, light and lightning affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 48] powerful frost salve [power 48]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 259% efficiency and 54% cooldown modifier. Remove 2 physical effects and grants a frost aura (48% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
powerful water salve [power 48] powerful water salve [power 48]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 259% efficiency and 54% cooldown modifier. Remove 2 mental effects and grants a water aura (48% blight, mind and acid affinity). Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 63] amazing fiery salve [power 63]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 259% efficiency and 54% cooldown modifier. Remove 3 magical effects and grants a fiery aura (63% fire, light and lightning affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 63] amazing frost salve [power 63]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 259% efficiency and 54% cooldown modifier. Remove 3 physical effects and grants a frost aura (63% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing water salve [power 63] amazing water salve [power 63]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 259% efficiency and 54% cooldown modifier. Remove 3 mental effects and grants a water aura (63% blight, mind and acid affinity). Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Armour +2 Defense +4 (+1 eff.) Resists +5% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature ----- def ----- Resists +12% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +5 Defense +8 (+2 eff.) Resists +10% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +3 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 1115.65 fire damage (based on Magic). Uses 30 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% acid +30% fire Res.pen +20% acid Melee Ret 16 fire ----- def ----- Resists +12% acid +30% fire Teleport randomly (rad 22) Puts all charms on 18 cooldown 100% to regenerate 1 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% physical ----- def ----- Resists +12% nature +9% cold Spell.save +57 (+13 eff.) HP.reg +0.80 Confus- +20% ---------- misc Stam/turn +0.80 Max.stam +20.00 Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Remove up to 4 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 6 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+1 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 21 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 239.66 temporal and 362.73 darkness damage (based on Magic). Uses 12 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
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.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Raun the Whitehoof Adventurer level 2
10th Retaking 124th year of Ascendancy at 15:36 see stats
By Raun the Whitehoof Adventurer level 12
20th Retaking 124th year of Ascendancy at 22:02 see stats
By Raun the Whitehoof Adventurer level 29
45th Retaking 124th year of Ascendancy at 16:01 see stats
By Raun the Whitehoof Adventurer level 42
30th Pain 124th year of Ascendancy at 13:08 see stats
By Raun the Whitehoof Adventurer level 36
15th Pain 124th year of Ascendancy at 08:56 see stats
By Raun the Whitehoof Adventurer level 30
48th Retaking 124th year of Ascendancy at 14:39 see stats
By Raun the Whitehoof Adventurer level 10
14th Retaking 124th year of Ascendancy at 04:06 see stats
By Raun the Whitehoof Adventurer level 20
33rd Retaking 124th year of Ascendancy at 05:18 see stats
By Raun the Whitehoof Adventurer level 30
48th Retaking 124th year of Ascendancy at 02:33 see stats
By Raun the Whitehoof Adventurer level 40
17th Pain 124th year of Ascendancy at 02:45 see stats
By Raun the Whitehoof Adventurer level 50
13rd Dearth 124th year of Ascendancy at 18:43 see stats
By Raun the Whitehoof Adventurer level 50
13rd Dearth 124th year of Ascendancy at 18:44 see stats
By Raun the Whitehoof Adventurer level 34
4th Pain 124th year of Ascendancy at 10:40 see stats
By Raun the Whitehoof Adventurer level 33
22nd Revenge 124th year of Ascendancy at 16:59 see stats
By Raun the Whitehoof Adventurer level 30
48th Retaking 124th year of Ascendancy at 03:09 see stats
By Raun the Whitehoof Adventurer level 19
33rd Retaking 124th year of Ascendancy at 00:38 see stats
By Raun the Whitehoof Adventurer level 50
14th Dearth 124th year of Ascendancy at 14:42 see stats
By Raun the Whitehoof Adventurer level 38
16th Pain 124th year of Ascendancy at 05:49 see stats
By Raun the Whitehoof Adventurer level 30
48th Retaking 124th year of Ascendancy at 17:23 see stats
By Raun the Whitehoof Adventurer level 23
38th Retaking 124th year of Ascendancy at 02:37 see stats
By Raun the Whitehoof Adventurer level 50
14th Dearth 124th year of Ascendancy at 18:47 see stats
By Raun the Whitehoof Adventurer level 20
34th Retaking 124th year of Ascendancy at 00:37 see stats
By Raun the Whitehoof Adventurer level 8
13rd Retaking 124th year of Ascendancy at 13:35 see stats
Log
Raun deactivates Molten Iron Blood.
The shield around Raun crumbles.
Raun deactivates Spellcraft.
Raun deactivates Volatile Poison.
Raun is slowing down.
Raun deactivates Daunting Presence.
Raun deactivates Share the Pain.
Raun tessellates his cloak!
Raun deactivates Inner Power.
Raun deactivates Weapon Folding.
Raun deactivates Agile Gunner.
Raun deactivates Apply Poison.
Raun deactivates Hymn Nocturnalist.
Raun deactivates Fiery Hands.
Raun deactivates Chant of Fortitude.
Raun deactivates Blade Flurry.
Raun deactivates Hymn of Shadows.
Raun deactivates Lacerating Strikes.
Raun deactivates Range Amplification Device.
Raun deactivates Gloom.
Raun no longer revels in blood quite so much.
Raun deactivates Shock Hands.
Raun deactivates Abyssal Shield.
Raun deactivates Shadow Feed.
Raun deactivates Weapon of Light.
Raun's weapon stops glowing.
Raun deactivates Bleak Outcome.
Raun deactivates Quicken Spells.
Raun deactivates Eternal Suffering.
Raun deactivates Arcane Feed.