










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Allow Respec Anywhere 1.2.3Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/Buyers bonus! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. 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:
Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. 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. Items Vault 1.5.0Donators/Buyers bonus! (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: 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
Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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 Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Orcs |
Mode | Madness Roguelike |
Sex | Male |
Race | Orc |
Class | Adventurer |
Level / Exp | 50 / 1584% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 193 (base 60) |
Dexterity | 94 (base 60) |
Constitution | 122 (base 60) |
Magic | 76 (base 60) |
Willpower | 73 (base 60) |
Cunning | 70 (base 60) |
Resources
Mana | 1764/1764 |
Negative | 1432/1432 |
Life | 23898/23898 |
Paradox | 300 |
Equilibrium | 0 |
Vim | 1613/1613 |
Positive | 1432/1432 |
Stamina | 1680/1680 |
Psi | 1388/1388 |
Healing Factor | 1.8153424657534 |
Regeneration | 237.09987739029 |
Speed
Mental | +263.2% |
Attack | +263.2% |
Movement | +531% |
Spell | +263.2% |
Global | +404.1% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 11 |
See Stealth | 89.304898143545 |
See Invisible | 98.304898143545 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 680 |
Accuracy | 117 |
Crit Chance | 199% |
APR | 242 |
Speed | 0.28 |
Offense: Spell
Spellpower | 132 |
Crit Chance | 100% |
Speed | 0.27533039647577 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 132 |
Crit Chance | 100% |
Speed | 0.27533039647577 |
Offense: Damage Bonus
Acid | +98% |
Blight | +98% |
Arcane | +116% |
Cold | +98% |
All | 0% |
Mind | +98% |
Lightning | +98% |
Light | +98% |
Temporal | +98% |
Physical | +118% |
Darkness | +119% |
Fire | +127% |
Nature | +98% |
Offense: Damage Penetration
Acid | +115% |
Blight | +115% |
Arcane | +135% |
Cold | +115% |
All | +17% |
Mind | +115% |
Lightning | +115% |
Light | +115% |
Temporal | +125% |
Physical | +115% |
Darkness | +140% |
Fire | +140% |
Nature | +125% |
Defense: Base
Armour (hardiness) | 182.7 (100%) |
Defense | 108 |
Ranged Defense | 108 |
Fatigue | 0 |
Physical Save | 189 |
Spell Save | 192 |
Mental Save | 171 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +113%(100%) |
Mind | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Physical | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Pinning Resistance | 5% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Disarm Resistance | 35% |
Stun Resistance | 96% |
Poison Resistance | 15% |
Knockback Resistance | 0% |
Inscriptions (2/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Cursed / Gloom | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torture | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Heart of Fire | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Brutality | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Black-magic | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Oppression | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 3.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Orc | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 2.00 |
| 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 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Gloom |
talent | Probability Travel |
talent | Skate |
beneficial effect | The target is mimicking a previous victim. (+14 Strength, +14 Dexterity, +3 Magic, +1 Willpower, +1 Cunning, +3 Constitution) Mimic |
beneficial effect | The target is hunting creatures of type / sub-type: giant / titan with 100% effectiveness. Kills: 0 / 25 kills, Damage: +21% / +47%, Attack: +10 / +26, Stun: -- / 9.6%, Outmaneuver: 12.4% / 29.6% Predator |
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. | active |
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 giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
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 must explore the Yeti Cave and destroy the patriarch! | active |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
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! | active |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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
Psionic focus | ![]() 12.0 T5 greatmaul 1H weapon [Unique] Arcane Power 205% Range: 1.5x Uses 40% Wil, 50% Mag, 140% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 573.34 to 1720.02 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other craatures within radius 4), dealing 1534.72 to 3069.44 physical damage (based on Strength) to each. Uses 22 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Quiver | ![]() 3.0 T5 arrow ammo [Random Unique] Nature/Master Power 165% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 23 Ranged+ +50 lightning +30 temporal +4 light +30 physical +30 bleed On Hit.r1 +8 light On Crit.r2 +23 lightning On Hit: * 45% chance to blind * Slows global speed by 40% * 10% chance to stun, blind, pin, or confuse the target On Crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T5 lite [Rare] Psionic While equipped: dps ---------- Melee Ret 12 lightning On Hit (Melee): * 43% chance to corrode armour by 30% ----- def ----- Defense +15 (+2 eff.) Resists +9% acid +7% arcane +15% darkness Phys.save +20 (+2 eff.) Spell.save +20 (+2 eff.) Mind.save +18 (+2 eff.) Poison- +15% Disease- +25% Disarm- +35% ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor [Random Unique] Master While equipped: Stats +10 Str +5 Dex +2 Wil +5 Cun dps ---------- Apr +7 Melee Ret 20 physical ----- def ----- Armour +7 Fatigue +5% Resists +3% blight +2% physical +12% nature Spell.save +6 (+0 eff.) Mind.save +6 (+0 eff.) Die.at -40.00 life Pinning- +5% Skullcr.mult +5 Skullcracker: Puts all charms on 9 cooldown Level 9.3 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 4710.5 Physical damage. If the attack hits, the target is confused (45% effect) for 7 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +8 Dex +7 Wil +15 Lck dps ---------- Mov.spd +40% ----- def ----- Armour +5 Fatigue +1% Stealth +15 ---------- misc Light +3 See.Invis +9 A pair of boots made of leather. |
Tool | ![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Crit.mult +6.00% Dmg.mod +9% arcane Res.pen +10% temporal On Hit (Melee): * 42% chance to corrode armour by 30% * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% acid +9% temporal Phys.save +9 (+1 eff.) Die.at -80.00 life ---------- misc Stam/turn +0.60 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 163 for 7 turns Puts all charms on 9 cooldown 100% to regenerate 11 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +8% physical Acc +10 (+1 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+5 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
On fingers | ![]() 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/Pugilism +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/Superiority +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/Shield defense +0.30 Technique/Dual techniques +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. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +11 Str +2 Wil +1 Con +17 Lck dps ---------- Acc +20 (+3 eff.) ----- def ----- Defense +19 (+3 eff.) Resists +5% arcane Unseen.red 19% ---------- misc Telepathy Demon/Minor Demon/Major Masteries +0.37 Psionic/Discharge +0.37 Corruption/Blight Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 182% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 15 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 623.84 fire damage, and flames will be left dealing a further 146.47 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
On hands | ![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+1 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 145% Range: 1.4x Uses 70% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 167% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 65% Darkfire: Level 11.0 Pwr.cost 6 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 568.74 fire damage and 548.70 darkness damage in a radius of 9. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag dps ---------- Phys.crit +6.0% Crit.mult +14.00% Phys.pwr +17 (+2 eff.) Dmg.mod +21% darkness +9% fire Res.pen +25% darkness Melee Ret 8 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Spell.save +9 (+1 eff.) ---------- misc Mana/turn +0.60 Max.mana +60.00 Size +1 A belt that goes around your waist. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +9% arcane Res.pen +20% arcane +10% nature Melee Ret 4 arcane 8 nature ----- def ----- Defense +11 (+2 eff.) Resists +20% blight +25% fire +21% light +19% nature Stealth +15 HP.reg +3.00 Heal.mod +24% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T1 cloth armor [Unique] While equipped: You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +10 Mag dps ---------- Dmg.mod +12% arcane +18% fire Res.pen +40% light ----- def ----- Armour +6 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Phys.save +40 (+4 eff.) Spell.save +30 (+3 eff.) Silence- +20% Pinning- +30% Stun/Frz- +35% Knockbk- +20% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+1 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+4 eff.) Steampwr +40 (+13 eff.) Spell.pwr +40 (+5 eff.) Mind.pwr +40 (+5 eff.) May understand old Sher'Tul language. When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
![]() 0.1 T5 amulet jewelry [Rare] Disrupt While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +10% Dmg.mod +12% acid +15% mind ----- def ----- Resists +26% nature +30% blight Mind.save +15 (+1 eff.) Heal/summ +60 Poison- +49% Disease- +50% ---------- misc Telepathy Dragon Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+3 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 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.0 Pwr.cost 22 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Spell.crit +2% Crit.mult +20.00% Spell.pwr +6 (+0 eff.) S.pwr/crit +4 ----- def ----- Resists +44% acid +26% fire +26% lightning +26% cold Spell.save +9 (+1 eff.) 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 515.46 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 14 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 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +4 Dex +4 Wil +7 Con dps ---------- Dmg.mod +14% darkness +15% fire Melee Ret 8 fire ----- def ----- Resists +28% darkness ---------- misc Infravis +3 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+1 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+2 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 13 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 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 34 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] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 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. |
![]() 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 (+1 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 4.0 Pwr.cost 3 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 711.80 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. |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +34% light +18% cold Res.pen +25% mind +28% temporal On Hit (Melee): * 34% chance to blind * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +36% cold Rings can have magical properties. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Nature/Master Power 187% 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% On Hit.r1 +28 fire On Crit.r2 +8 lightning On Hit: * 67% chance to blind While equipped: Stats +5 Cun dps ---------- Mind.crit +2% Res.pen +19% nature +10% light ----- def ----- Resists +6% cold +9% all Spell.save +30 (+3 eff.) Disarm- +15% Knockbk- +20% Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 144% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +26 insidious poison On Hit.r1 +4 mind On Hit: * 40% chance to disease * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * wounds the target for 7 turns: 47 bleeding, 98% reduced healing While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +14 (+2 eff.) Melee Ret 4 blight Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master Power 186% 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+ +84 insidious poison While equipped: Stats +2 Cun +3 Wil dps ---------- Acc +21 (+3 eff.) ----- def ----- Defense +19 (+3 eff.) Resists +6% darkness +6% nature +9% light Mind.save +10 (+1 eff.) Disarm- +70% Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master 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 111% Melee+ +28 light +4 temporal Against +38% Undead While equipped: Stats +10 Str +10 Dex +2 Mag +2 Wil dps ---------- Spell.crit +2% S.pwr/crit +2 Dmg.mod +12% temporal +19% physical Acc +42 (+6 eff.) Melee Ret 8 temporal ----- def ----- Spell.save +10 (+1 eff.) ---------- misc Stam/ret +4.00 Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Rare] Arcane Power 156% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +28 mind On Hit.r1 +40 acid +24 fire While equipped: dps ---------- Res.pen +28% fire ----- def ----- Resists +6% mind Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Master Power 170% 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% On Hit: * 57% chance to disease On Crit: * wounds the target for 7 turns: 47 bleeding, 98% reduced healing * cripple the target While equipped: Stats +3 Dex dps ---------- Phys.crit +36.0% Phys.pwr +23 (+2 eff.) Res.pen +10% arcane +20% physical Acc +22 (+3 eff.) Apr +21 ----- def ----- Armour +6 Defense +3 (+0 eff.) Rng.Def +3 (+0 eff.) Resists +3% blight +1% physical Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt 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+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 171% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +9.0% Atk.spd 100% Melee+ +20 temporal While equipped: Stats +3 Dex dps ---------- Res.pen +51% physical Acc +37 (+5 eff.) Apr +42 Melee Ret 28 temporal ----- def ----- Defense +9 (+1 eff.) Rng.Def +9 (+1 eff.) Resists +28% temporal +3% darkness +6% light Spell.save +6 (+0 eff.) Poison- +10% Cut- +25% Confus- +15% Stun/Frz- +10% Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Master/Psionic Power 149% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +14 mind On Hit.r1 +4 fire On Hit: * 22% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +6 Str +6 Wil +6 Cun dps ---------- Dmg.mod +12% physical Res.pen +5% fire Acc +12 (+2 eff.) ----- def ----- Resists +6% light +12% temporal Silence- +5% Disarm- +10% ---------- misc Stam/ret +2.00 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Disrupt/Master Power 146% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Lightning Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +4 lightning +4 nature On Hit.r1 +16 darkness +4 nature On Hit: * 18 arcane resource burn On Crit: * burns latent spell energy While equipped: dps ---------- Phys.crit +11.0% Crit.mult +16.00% Dmg.mod +12% physical Res.pen +11% physical Apr +24 Melee Ret 8 nature On Hit (Melee): * 42% chance to inflict 15% damage reduction Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Nature Power 152% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +8 darkness While equipped: Stats +3 Cun dps ---------- Mind.pwr +10 (+1 eff.) Res.pen +14% nature +15% mind Melee Ret 8 mind ----- def ----- Resists +9% all Mind.save +6 (+0 eff.) ---------- misc Psi/ret +0.24 Massive two-handed mauls. |
![]() 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 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. |
![]() 3.0 T4 greatsword 2H weapon [Rare] Master 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+ +20 mind +28 blight On Crit.r2 +16 mind While equipped: dps ---------- Res.pen +15% fire +17% physical Acc +19 (+3 eff.) Apr +17 Melee Ret 23 mind ----- def ----- Resists +9% mind Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane Power 173% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Nature Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +9.0% Atk.spd 100% Melee+ +21 blight +13 acid +41 cold On Crit.r2 +4 temporal On Hit: 10% Epidemic 5 On Hit: * 28% chance to disease On Crit: * splashes the target with acid While equipped: dps ---------- Crit.mult +12.00% Phys.pwr +2 (+1 eff.) Acc +6 (+1 eff.) ----- def ----- Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Disease- +38% ---------- misc Max.mana +20.00 Massive two-handed swords. |
![]() 3.0 T5 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 +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 40% Wil, 115% Str, 50% Mag 20% Con Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 261 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 13 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 56% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 182% Range: 1.6x Uses 40% Wil, 60% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 180% Range: 1.6x Uses 40% Wil, 50% Mag, 125% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 5 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Steamtech Power 137% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Phys.bleed Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Recurse +3 Rcrse.rdc -67% While equipped: Stats +7 Str +7 Dex +7 Cun ---------- misc Masteries +0.20 Technique/Two-handed assault A brutal weapon of countless blades. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Psionic Power 126% 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% Melee+ +14 darkness Against +12% Living Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 115% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master Power 178% 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% On Hit.r1 +8 acid +24 fire On Hit: * 24% chance to inflict 15% damage reduction * 20% chance to curse the target While equipped: dps ---------- Dmg.mod +15% acid ----- def ----- Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Resists +12% lightning +6% temporal +3% mind +6% fire Mind.save +40 (+4 eff.) Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Nature/Master Power 161% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 14% chance to daze at end of turn While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +5 Cun +3 Con dps ---------- Res.pen +12% lightning Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature Power 174% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Light Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +27 nature +21 temporal While equipped: dps ---------- Res.pen +42% nature ----- def ----- Resists +12% temporal +9% light +9% blight +3% fire +28% all Phys.save +3 (+1 eff.) Disease- +15% Silence- +10% Teleport- +5% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Disrupt/Master 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+ +20 nature On Hit: * 47% chance to daze at end of turn * 25% chance to remove a magical effect On Crit: * wounds the target for 7 turns: 47 bleeding, 98% reduced healing While equipped: Stats +5 Str +5 Dex +3 Mag +3 Wil +9 Cun +5 Con dps ---------- Phys.crit +21.0% Mind.crit +3% Phys.pwr +19 (+2 eff.) Mind.pwr +2 (+0 eff.) Res.pen +17% lightning ----- def ----- Resists +9% lightning Mind.save +6 (+0 eff.) 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 4 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 476.82 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] Nature/Master Power 147% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +18.0% Atk.spd 100% Dmg.conv 50% fire While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire Fire Breath: Level 2.0 Pwr.cost 11 out of 25/25. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 926.07 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 T4 longsword 1H weapon [Random Unique] Master/Psionic Power 140% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 111% On Crit.r2 +8 fire On Hit: * 20% chance to torment the target While equipped: Stats +5 Dex dps ---------- Phys.crit +11.0% Crit.mult +18.00% Res.pen +9% mind +11% darkness Acc +12 (+2 eff.) Apr +8 On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +3% blight +3% darkness +9% lightning Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 162% Range: 1.4x Uses 40% Wil, 110% Mag, 60% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 82.08 arcane and 83.22 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+3 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 3.0 T1 longsword 1H weapon [Ego] Arcane Power 104% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +8 Crit +2.5% Atk.spd 100% Phasing +11% Melee+ +6 acid On Crit: * splashes the target with acid Sharp, long, and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar dreams of an epiphany. This mindstar absorbs psionic energy that needs to be projected. Power 108% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +4 mind +4 blight On Crit.r2 +4 mind While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Crit.mult +8.00% Spell.pwr +4 (+0 eff.) Mind.pwr +8 (+1 eff.) ----- def ----- Resists +5% lightning +11% fire +9% mind +12% cold Mind.save +4 (+0 eff.) ---------- misc Max.mana +20.00 Max.psi +14.00 Max.vim +50.00 Masteries +0.10 Psionic/Voracity +0.20 Psionic/Absorption 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 The natural wyrm seeks an element. Power 113% Range: 1.1x Uses 80% Wil, 20% Str, 50% Mag 10% Cun Dmg Physical Mastery Psiblades Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 18% acid 18% cold 18% fire 18% lightning While equipped: dps ---------- Phys.crit +4.0% Mind.crit +4% Phys.pwr +8 (+1 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +8% lightning +8% physical +8% fire +8% cold +8% acid ----- def ----- Resists +8% acid +8% physical +8% fire +8% cold +8% lightning ---------- misc Masteries +0.10 Wild-gift/Venom drake aspect +0.10 Wild-gift/Cold drake aspect +0.10 Wild-gift/Fire drake aspect +0.10 Wild-gift/Storm drake aspect +0.10 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Sand Breath: Level 8.0 Pwr.cost 13 out of 30/30. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe sand in a frontal cone of radius 10. Any target caught in the area will take 1171.84 physical damage, and will be blinded for 4 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature Power 111% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Res.pen +42% arcane ----- def ----- Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Resists +15% mind +12% darkness Crit.dmg- 25.00% Phys.save +12 (+2 eff.) Mind.save +18 (+2 eff.) Max.HP +48.00 HP.reg +2.00 Cut- +25% Stun/Frz- +30% 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 You feel two unconnected psionic channels on this item. Power 109% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Fire Mastery Psiblades Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+2 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+1 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Unique] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 143% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 4.0 Pwr.cost 7 out of 16/16. Range melee/personal Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 236% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +24 lightning +20 fire On Hit.r1 +16 nature +8 fire While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+1 eff.) Dmg.mod +6% nature +25% lightning ----- def ----- Resists +15% nature +18% lightning ---------- misc Mana/turn +0.34 Max.mana +83.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% 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% Melee+ +20 temporal On Crit.r2 +8 mind On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Spell.crit +5% Mind.crit +3% Crit.mult +10.00% Spell.pwr +32 (+4 eff.) Mind.pwr +6 (+0 eff.) Dmg.mod +30% cold Res.pen +35% temporal On Hit (Melee): * 20% chance to disease * 40% chance to gain 10% of a turn (3/turn limit) ---------- misc Mana/turn +0.74 Vim/s.crit +6.00 Max.mana +100.00 Max.vim +40.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 13 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 127% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Fire Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+3 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 7 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() 5.0 T4 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 150% Range: 1.2x Uses 180% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +28 (+4 eff.) Dmg.mod +26% darkness ---------- misc Masteries +0.20 Spell/Necrotic minions +0.20 Celestial/Star fury +0.10 Spell/Advanced necrotic minions This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Nature Power 137% 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: Stats +14 Con dps ---------- Spell.crit +5% Spell.pwr +33 (+4 eff.) Dmg.mod +30% darkness +3% nature Melee Ret 20 nature On Hit (Melee): * 20% chance to blind ----- def ----- Defense +15 (+2 eff.) Resists +3% lightning +6% temporal +3% light +6% fire +9% nature Spell.save +20 (+2 eff.) HP.reg +3.60 Heal.mod +60% ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 3 cooldown Level 2.0 Pwr.cost 3 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 364.47 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego] Nature Power 100% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% lightning On Hit (Melee): * 6% chance to blind ----- def ----- Defense +5 (+1 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 3 cooldown Level 1.0 Pwr.cost 3 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 270.64 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Master Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +8 light On Hit: * 40% chance to blind While equipped: dps ---------- Phys.crit +13.0% Spell.crit +4% Crit.mult +16.00% Spell.pwr +12 (+1 eff.) Dmg.mod +12% blight +25% darkness +24% light Res.pen +15% blight ----- def ----- Resists +22% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T5 steamgun 1H weapon Reqs Shoot Steam Pool [Random Unique] Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +9.0% Spell.pwr +4 (+0 eff.) Dmg.mod +15% physical Acc +16 (+2 eff.) ----- def ----- Defense +6 (+1 eff.) Resists +2% physical Spell.save +9 (+1 eff.) Knockbk- +10% ---------- misc Cooldown Trick Shot -2 Strafe -4 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +20 Crit -10.0% Atk.spd 100% Dmg.mult 100% Range +6 Proj.spd +1500% On Crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: dps ---------- Crit.mult +50.00% ---------- misc Talents +3 Surekill "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
![]() 3.0 T5 steamsaw 2H weapon Reqs Steam Pool [Unique] Unknown/Steamtech Power 162% Range: 1.5x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +24 Crit +5.0% Atk.spd 100% Block +150 HP.leech +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +18 Defense +14 (+2 eff.) Fatigue +15% ---------- misc Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
![]() 3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Random Unique] Arcane/Master/Steamtech Power 151% Range: 1.5x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +96 Melee+ +20 nature +20 temporal Uses 1.0 Steam When used to Attack: Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Melee+ +20 temporal While equipped: dps ---------- Mind.crit +3% Res.pen +20% nature +10% mind Melee Ret 40 temporal On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +36% fire +40% temporal Mind.save +9 (+1 eff.) ---------- misc Max.psi +40.00 Talents +3 Block Time Shield: (Instant) Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (513) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Spell.crit +5% Crit.mult +7.00% Phys.pwr +3 (+1 eff.) Spell.pwr +15 (+2 eff.) On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +9 Defense +7 (+1 eff.) Phys.save +21 (+2 eff.) Mind.save +14 (+1 eff.) ---------- misc Mana/s.crit +3.00 Max.vim +30.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +9 (+1 eff.) ----- def ----- Phys.save +5 (+1 eff.) Spell.save +6 (+0 eff.) ---------- misc Size +2 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Dmg.mod +21% temporal On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+0 eff.) Resists +9% fire +3% physical +9% temporal Phys.save +52 (+6 eff.) Mind.save +50 (+5 eff.) Knockbk- +20% Def/telep +25 Res/telep +25% Dur/telep +25% 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 [Unique] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 60 ice ----- def ----- Defense +12 (+2 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 599.94 cold damage and condensing the air into freezing vapors that deal 199.98 cold damage (based on Magic) each turn for 10 turns. Uses 13 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +8 Melee Ret 12 blight ----- def ----- Armour +8 Defense +3 (+0 eff.) Resists +5% acid +29% cold +7% lightning +6% fire Phys.save +12 (+2 eff.) Mind.save +7 (+1 eff.) Die.at -50.00 life ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Max.vim +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 [Unique] Steamtech While equipped: ----- def ----- Armour +10 Defense +20 (+3 eff.) Resists +15% physical Phys.save +40 (+4 eff.) ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 1.0 Pwr.cost 26 out of 60/60. Range melee/personal Travel.spd instantaneous Is a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 39 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 22 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 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 (+2 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 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Dmg.mod +10% arcane An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+0 eff.) ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane Phase door up to range 6, within radius 2 of the target location. Uses 11 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+1 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 14 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+0 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 300 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 3.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +4 Con dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Dmg.mod +18% mind Res.pen +20% mind Apr +7 ----- def ----- Armour +5 Fatigue +4% Resists +5% arcane Phys.save +22 (+3 eff.) Mind.save +14 (+1 eff.) HP.reg +3.40 Heal.mod +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Mag +2 Wil +4 Cun +5 Con ----- def ----- Armour +5 Fatigue +4% Resists +8% lightning +6% temporal Phys.save +20 (+2 eff.) Mind.save +14 (+1 eff.) ---------- misc Stam/turn +0.90 Max.stam +22.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 2.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +1 Fatigue +1% Silence- +20% Confus- +22% Stun/Frz- +21% Rush: Puts all charms on 11 cooldown Level 9.9 Pwr.cost 11 out of 25/25. Range 12 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 T3 hands armor [Rare] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +7 (+1 eff.) Apr +10 ----- def ----- Armour +2 Defense +9 (+1 eff.) Rng.Def +9 (+1 eff.) Mind.save +12 (+1 eff.) Pinning- +45% ---------- misc Stam/turn +0.40 Unarmed combat: Power 113% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +9 Apr +11 Crit +3.0% Atk.spd 167% On Hit.r1 +8 physical On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 9 cooldown Level 3.9 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +10 Mag +9 Wil dps ---------- Melee+ 19 arcane 15 fire Dmg.mod +20% fire Acc +10 (+1 eff.) Melee Ret 4 acid ----- def ----- Armour +3 Resists +9% acid +10% fire +9% arcane +3% temporal Phys.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Disarm- +50% Unarmed combat: Power 131% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +11 Apr +5 Crit +5.0% Atk.spd 167% Melee+ +14 arcane On Hit.r1 +8 fire On Crit.r2 +4 acid +4 temporal +15 fire On Hit: 10% Perfect Control 5 On Hit: 10% Fire Breath 5 On Hit: 10% Manathrust 3 On Hit: * 40% chance to gain 10% of a turn (3/turn limit) Disperse Magic: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+1 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 149% Range: 1.4x Uses 60% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +7.0% Atk.spd 125% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 8.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 335.03 physical damage in a radius of 5 each turn for 9 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 7.0 T3 hands armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 132% Range: 1.4x Uses 50% Mag, 60% Str, 40% Wil 30% Cun, 30% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +5.0% Atk.spd 125% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 92% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Apr +1 Crit +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 1.0 T1 hands armor [Ego++] Master While equipped: Stats +3 Str +4 Dex +5 Cun dps ---------- Acc +5 (+1 eff.) Apr +6 ----- def ----- Armour +1 Phys.save +5 (+1 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 92% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +9 Apr +7 Crit +6.0% Atk.spd 167% On Hit: 15% Perfect Strike 1 On Hit: 10% Set Up 1 Steady Shot: Puts all charms on 9 cooldown Level 3.9 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Str +2 Dex +3 Cun dps ---------- Phys.pwr +4 (+1 eff.) Acc +5 (+1 eff.) Apr +6 ----- def ----- Armour +1 Resists +5% blight Phys.save +5 (+1 eff.) Spell.save +9 (+1 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 93% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +4 Apr +6 Crit +6.0% Atk.spd 167% On Hit: 10% Set Up 1 On Hit: * Slows global speed by 10% * 11% chance to corrode armour by 30% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +6 Dex dps ---------- Melee+ 15 lightning Dmg.mod +11% lightning +9% temporal +3% nature Acc +20 (+3 eff.) Melee Ret 8 light 12 temporal ----- def ----- Armour +9 Resists +9% lightning +12% temporal Mind.save +15 (+1 eff.) Max.HP +74.00 Unarmed combat: Power 145% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +22 Apr +5 Crit +17.0% Atk.spd 167% On Hit.r1 +4 light On Crit.r2 +15 lightning On Hit: 10% Lightning Breath 5 On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Acc +10 (+1 eff.) ----- def ----- Armour +3 Resists +6% blight Phys.save +44 (+5 eff.) Spell.save +18 (+1 eff.) Mind.save +10 (+1 eff.) HP.reg +10.50 Poison- +10% Disarm- +43% ---------- misc Stam/turn +1.90 Psi/turn +0.75 Unarmed combat: Power 133% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Acc +11 Apr +15 Crit +10.0% Atk.spd 125% On Hit: 10% Perfect Control 5 On Hit: 20% Second Wind 2 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+2 eff.) Acc +20 (+3 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
![]() 3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Mag +1 Wil dps ---------- Dmg.mod +6% arcane Melee Ret 7 physical ----- def ----- Armour +4 Fatigue +4% Resists +10% acid +13% light +8% lightning +9% fire +7% cold +13% darkness ---------- misc Vim/s.crit +4.00 Telepathy Humanoid/Orc Skullcr.mult +2 Skullcracker: Puts all charms on 9 cooldown Level 9.3 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 4710.5 Physical damage. If the attack hits, the target is confused (45% effect) for 7 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 T3 head armor [Rare] Disrupt While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +3% Resists +6% temporal +14% blight +18% fire +11% nature +5% arcane Spell.save +6 (+0 eff.) A hat made of leather. Very stylish. |
![]() 3.0 T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 20 out of 45/45. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 295.72 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+6 eff.) Apr +15 ----- def ----- Defense +15 (+2 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +18 Dex dps ---------- Crit.mult +15.00% Spell.pwr +4 (+0 eff.) Res.pen +10% blight ----- def ----- Armour +5 Fatigue +5% Resists +13% fire +24% darkness +15% cold ---------- misc Mana/s.crit +4.00 Infravis +9 Telepathy Humanoid/Orc A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Res.pen +35% nature Melee Ret 10 physical On Hit (Melee): * 43% chance to daze at end of turn ----- def ----- Armour +5 Fatigue +5% Resists +9% acid +18% cold +15% darkness +18% lightning Spell.save +43 (+4 eff.) Skullcr.mult +3 Skullcracker: Puts all charms on 9 cooldown Level 9.3 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 4710.5 Physical damage. If the attack hits, the target is confused (45% effect) for 7 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +3 Con +5 Wil dps ---------- Dmg.mod +8% lightning +9% temporal +8% light +8% fire +10% acid +8% physical +5% cold +9% arcane +9% darkness ----- def ----- Defense +2 (+0 eff.) Crit.dmg- 5.00% Phys.save +8 (+1 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 See.Invis +9 A pointy cloth hat, very wizardly... |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Mind.pwr +20 (+2 eff.) ----- def ----- Defense +7 (+1 eff.) Mind.save -25 (-3 eff.) Confus- -30% ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 Max.psi +50.00 Infravis +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Dex +9 Wil +10 Cun dps ---------- Acc +12 (+2 eff.) Melee Ret 16 mind On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+2 eff.) Fatigue +5% Resists +12% blight Mind.save +21 (+2 eff.) Blind- +15% Silence- +5% Teleport- +15% Def/telep +5 Res/telep +5% Dur/telep +5% A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+0 eff.) Dmg.mod +9% light +12% fire Res.pen +10% light +15% fire Melee Ret 12 fire On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+5 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+2 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
![]() 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 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
![]() 3.0 T4 head armor [Unique] Master While equipped: Stats +10 Wil +7 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% light +15% darkness Res.Cap +10% darkness Unseen.red 25% ---------- misc Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+1 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
![]() 2.0 T5 head armor [Rare] Master While equipped: dps ---------- Crit.mult +25.00% S.pwr/crit +10 Melee Ret 8 blight ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +15% fire +2% physical +14% cold Crit.dmg- 21.00% Phys.save +9 (+1 eff.) ---------- misc Max.mana +60.00 Infravis +4 Telepathy Dragon A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A cap made of leather. |
![]() 9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+1 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 113 Blood Grasp: Level 5.0 Pwr.cost 6 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 939.49 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() 7.0 T4 shield armor [Unique] Arcane When used to Attack: Power 169% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Stunning fire Acc+ +2.5% procs dam / acc Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+1 eff.) Rng.Def +12 (+2 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +5 Block This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 T4 shield armor [Unique] Steamtech When used to Attack: Power 161% Range: 1.2x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +7.0% Block +230 While equipped: ----- def ----- Armour +11 Defense +22 (+4 eff.) Fatigue +8% Phys.save +20 (+2 eff.) ---------- misc Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
![]() 7.0 T4 shield armor [Unique] Arcane When used to Attack: Power 150% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +5.0% Block +180 While equipped: ----- def ----- Armour +25 Defense +5 (+1 eff.) Rng.Def +10 (+2 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +4 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() 7.0 T5 shield armor [Unique] Arcane When used to Attack: Power 164% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Darkness Acc+ +2.5% procs dam / acc Crit +4.5% Block +200 While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+2 eff.) Rng.Def +15 (+2 eff.) Fatigue +28% ---------- misc Talents +5 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 7.0 T4 shield armor [Rare] Master When used to Attack: Power 155% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +4.5% Block +216 While equipped: dps ---------- Mind.crit +6% Res.pen +31% light ----- def ----- Armour +11 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +14% Crit.dmg- 18.00% ---------- misc Psi/ret +0.12 Max.psi +62.00 Talents +4 Block Handheld deflection devices. |
![]() 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+0 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+0 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +3 Str +1 Wil +4 Cun dps ---------- Res.pen +5% mind Acc +7 (+1 eff.) ----- def ----- Resists +6% blight Disarm- +5% ---------- misc Psi/ret +0.08 Infravis +8 Telepathy Humanoid/Orc While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +7 Str +8 Mag +13 Cun dps ---------- Acc +10 (+1 eff.) On Hit (Melee): * 43% chance to inflict 15% damage reduction * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -6% Crit.dmg- 21.00% ---------- misc Infravis +10 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 13 power out of 30/30 A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 594 cold damage (based on your Magic). Uses 9 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 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+] Arcane/Psionic While equipped: dps ---------- Melee Ret 19 fire ----- def ----- Defense +8 (+1 eff.) Resists +6% fire Phys.save +16 (+2 eff.) Spell.save +13 (+1 eff.) Mind.save +13 (+1 eff.) ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 86 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. |
![]() 3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Ice Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() 3.0 T5 shot ammo [Random Unique] Master Power 190% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Arcane Acc+ +0.1% dam / acc Apr +16 Crit +31.0% Capacity 23 Proj.spd +200% Ranged+ +8 nature On Hit.r1 +4 nature +8 lightning On Crit.r2 +4 lightning On Hit: * Slows global speed by 45% * 40% chance to daze at end of turn On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Nature Power 149% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% darkness +9% arcane Melee Ret 20 arcane 22 darkness ----- def ----- Resists +9% darkness ---------- misc Talents +3 Telekinetic Blast Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 81 for 7 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Mag +3 Wil dps ---------- Crit.mult +25.00% Dmg.mod +6% mind Melee Ret 23 mind ----- def ----- Resists +12% mind Crit.dmg- 17.00% ---------- misc Talents +3 Rushing Claws Cooldown Rushing Claws -1 Heal a target within range 9 (based on Willpower) for 162 Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +3.0% Dmg.mod +9% fire Apr +3 Melee Ret 28 physical ----- def ----- Armour +6 Defense +13 (+2 eff.) Rng.Def +13 (+2 eff.) Fatigue -8% Resists +9% fire Heal.mod +30% ---------- misc Infravis +4 Harden the skin for 7 turns increasing armour by 87 and armour hardiness by 70% Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +6% Dmg.mod +12% light +15% lightning On Hit (Melee): * 42% chance to blind ----- def ----- Mind.save +63 (+7 eff.) ---------- misc Equi/ret +0.24 Hate/m.crit +5.00 Light +4 Heal a target within range 9 (based on Willpower) for 242 Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 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 348.48 temporal and 385.44 darkness damage (based on Magic). Uses 9 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 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 When used as an alchemist bomb: Bomb damage +25% 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 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Brush the Orc Adventurer level 12
17th Retaking 124th year of Ascendancy at 13:30 see stats
By Brush the Orc Adventurer level 34
33rd Retaking 124th year of Ascendancy at 18:46 see stats
By Brush the Orc Adventurer level 40
46th Retaking 124th year of Ascendancy at 07:55 see stats
By Brush the Orc Adventurer level 10
17th Retaking 124th year of Ascendancy at 07:51 see stats
By Brush the Orc Adventurer level 49
26th Revenge 124th year of Ascendancy at 04:38 see stats
By Brush the Orc Adventurer level 10
17th Retaking 124th year of Ascendancy at 07:51 see stats
By Brush the Orc Adventurer level 20
33rd Retaking 124th year of Ascendancy at 00:07 see stats
By Brush the Orc Adventurer level 30
33rd Retaking 124th year of Ascendancy at 15:19 see stats
By Brush the Orc Adventurer level 40
46th Retaking 124th year of Ascendancy at 04:33 see stats
By Brush the Orc Adventurer level 50
26th Revenge 124th year of Ascendancy at 05:17 see stats
By Brush the Orc Adventurer level 50
28th Revenge 124th year of Ascendancy at 07:02 see stats
By Brush the Orc Adventurer level 50
26th Revenge 124th year of Ascendancy at 16:47 see stats
By Brush the Orc Adventurer level 50
26th Revenge 124th year of Ascendancy at 16:47 see stats
By Brush the Orc Adventurer level 30
33rd Retaking 124th year of Ascendancy at 15:20 see stats
By Brush the Orc Adventurer level 14
32nd Retaking 124th year of Ascendancy at 19:19 see stats
By Brush the Orc Adventurer level 9
17th Retaking 124th year of Ascendancy at 05:31 see stats
By Brush the Orc Adventurer level 50
28th Revenge 124th year of Ascendancy at 07:02 see stats
By Brush the Orc Adventurer level 34
33rd Retaking 124th year of Ascendancy at 18:46 see stats
By Brush the Orc Adventurer level 40
46th Retaking 124th year of Ascendancy at 05:58 see stats
By Brush the Orc Adventurer level 14
32nd Retaking 124th year of Ascendancy at 19:32 see stats
By Brush the Orc Adventurer level 39
42nd Retaking 124th year of Ascendancy at 12:51 see stats
By Brush the Orc Adventurer level 50
28th Revenge 124th year of Ascendancy at 11:18 see stats
By Brush the Orc Adventurer level 4
10th Retaking 124th year of Ascendancy at 16:00 see stats
By Brush the Orc Adventurer level 2
10th Retaking 124th year of Ascendancy at 11:00 see stats
Log
You cannot do that on the world map.
Brush deactivates Gloom.
Brush deactivates Probability Travel.
Brush deactivates Skate.