Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 50 / 1056% |
Size | big |
Lifes / Deaths | Killed by troll captain at level 14 on the 52nd Retaking 124th year of Ascendancy at 06:30 4 / 3Killed by Kra'Tor the Gluttonous at level 17 on the 15th Revenge 124th year of Ascendancy at 18:16 Killed by Gorgo's Inner Demon at level 40 on the 49th Destruction 124th year of Ascendancy at 16:10 |
Primary Stats
Strength | 110 (base 60) |
Dexterity | 50 (base 29) |
Constitution | 113 (base 60) |
Magic | 9 (base 10) |
Willpower | 17 (base 10) |
Cunning | 80 (base 60) |
Resources
Life | 1762/1762 |
Steam | 80/80 |
Healing Factor | 1.7576016839542 |
Regeneration | 35.085655800137 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +558.46794790316% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 9 |
Infravision | 6 |
Offense: Mainhand
Damage | 171 |
Accuracy | 65 |
Crit Chance | 53% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 84 |
Accuracy | 65 |
Crit Chance | 53% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4.5 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
All | +2% |
Blight | +10% |
Physical | +19% |
Fire | +26% |
Nature | +8% |
Offense: Damage Penetration
Physical | +68% |
Fire | +58% |
All | +11% |
Defense: Base
Armour (hardiness) | 127.13943112722 (93.292586063405%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 45 |
Physical Save | 62 |
Spell Save | 24 |
Mental Save | 43 |
Defense: Resistances
Acid | + 47%( 70%) |
Blight | + 51%( 70%) |
Cold | + 42%( 70%) |
All | + 31%( 70%) |
Lightning | + 61%( 70%) |
Light | + 42%( 70%) |
Darkness | + 45%( 70%) |
Fire | + 40%( 70%) |
Mind | + 49%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 60% |
Blind Resistance | 50% |
Disarm Resistance | 28% |
Bleed Resistance | 60% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 64 steam. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 235% efficiency and cooldown mod of 52%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 544 life over 5 turns. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.1 steam per turn. Can be activated for an instant burst of 70 steam. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Overheat Saws |
talent | Melting Point |
talent | Mow Down |
talent | Grinding Shield |
talent | Saw Wheels |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 30% of the time and arcane sustains have a 3.0% chance to deactivate each turn. Antimagic Disruption |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
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 0/8 yetis. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Steam Powered Boots (8 def, 15 armour) =gg= Steam Powered Boots (8 def, 15 armour) =gg=3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% ---------- misc Talents +4 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
Light source | preserving alchemist's lamp of the zealot preserving alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +9% blight +3% all Spell.save +7 (+4 eff.) HP.reg +2.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con dps ---------- Acc +16 (+4 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Light +6 A Helmet. But with steam power! |
On hands | Hands of Creation (0 def, 10 armour) =gg= Hands of Creation (0 def, 10 armour) =gg=1.5 T5 hands armor [Unique] Steamtech While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +20 (+5 eff.) Steampwr +20 (+5 eff.) Res.pen +20% physical +20% fire ----- def ----- Armour +10 ---------- misc Max.enc +20 Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On landing any melee attack, release a fiery shockwave, dealing fire and physical damage each equal to your steampower in a cone from the target of radius 3. From your hands have been wrought incredible works. Your works have been forged in fire, and so have you. |
Tool | Korbek's Spyglass Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
On fingers | titan's voratun ring of speed titan's voratun ring of speed0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +9 Con dps ---------- Mov.spd +21% Acc +15 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Phys.save +18 (+4 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
On fingers | Floescar the voratun ring Floescar the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) Dmg.mod +3% physical ----- def ----- Armour +10 Resists +9% cold Phys.save +13 (+3 eff.) Spell.save +13 (+7 eff.) Mind.save +11 (+3 eff.) Die.at -60.00 life Rings make your fingers look great! |
Around neck | wanderer's steel amulet wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
In main hand | warbringer's voratun steamsaw of earthen fury (40-60 power, 20 apr) warbringer's voratun steamsaw of earthen fury (40-60 power, 20 apr) 3.0 T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +102 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +10% physical ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +12% Disarm- +28% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | Mighty Girdle Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | swashbuckler's voratun steamsaw of torment (38-58 power, 20 apr) swashbuckler's voratun steamsaw of torment (38-58 power, 20 apr) 3.0 T5 steamsaw 1H weapon [Ego++] Master/Psionic/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +96 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam While equipped: Stats +8 Str +6 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | Aerilrawen the Cleansewitch (2 def, 0 armour) Aerilrawen the Cleansewitch (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +6 Cun dps ---------- Dmg.mod +6% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+0 eff.) Resists +8% acid +13% fire +43% lightning +6% cold Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour) 17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+5 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+5 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+3 eff.) Mind.save +25 (+8 eff.) HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 3.5 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 4 Armour, 7 Defense and your attacks will gain 13% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
steam generator implant (steam 12) steam generator implant (steam 12)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.6 steam per turn. Can be activated for an instant burst of 58 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 14) steam generator implant (steam 14)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.3 steam per turn. Can be activated for an instant burst of 72 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 528; 13 cd) regeneration infusion of the duelist (heal 528; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 528 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of Reflection (--) Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 145 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Prismatic Rune (6 turns; physical, light, blight, arcane, temporal) Prismatic Rune (6 turns; physical, light, blight, arcane, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 light, 4 blight, 3 arcane, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Acid Groove 3 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement 2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens 3 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell 3 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge 2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots 2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun 2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating 2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sunstone Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
serendipitous steel amulet of magic (+9) serendipitous steel amulet of magic (+9)0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +9 Lck +3 Mag dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Unseen.red 10% Amulets make your neck look great! |
gold amulet 'Coalpiercer' gold amulet 'Coalpiercer'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% mind Res.pen +10% darkness +10% light Melee Ret 10 light On Hit (Melee): * 20% chance to reduce damage dealt by 20% * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +16% light +21% darkness Blind- +36% Amulets make your neck look great! |
insulating stralite amulet of vision insulating stralite amulet of vision0.1 T4 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +18% fire +16% cold Blind- +19% ---------- misc Infravis +4 Sight +2 See.Invis +9 Amulets make your neck look great! |
Gardanion, the Light of God Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+9 eff.) Steampwr +40 (+9 eff.) Spell.pwr +40 (+12 eff.) Mind.pwr +40 (+15 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." |
Garkul's Teeth Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+6 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.5 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 397.90 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Shadehacker the voratun amulet Shadehacker the voratun amulet0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +7 Cun dps ---------- Crit.mult +19.00% Spell.pwr +15 (+6 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +14% blight +14% fire +15% cold Res.pen +15% mind Melee Ret 6 mind ----- def ----- Resists +9% darkness ---------- misc Hate/m.crit +5.00 Max.psi +20.00 Amulets make your neck look great! |
starseer's voratun amulet of perfection (0.23 Steamtech / Blacksmith,0.23 Steamtech / Furnace) starseer's voratun amulet of perfection (0.23 Steamtech / Blacksmith,0.23 Steamtech / Furnace)0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- Spell.crit +6% Spell.pwr +4 (+2 eff.) Dmg.mod +7% darkness +6% temporal +6% light +5% physical ---------- misc Masteries +0.23 Steamtech/Blacksmith +0.23 Steamtech/Furnace Amulets make your neck look great! |
Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Inertial Twine Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ring of Lost Love Ring of Lost Love0.1 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 80 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" |
Ring of the Dead Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 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. |
stralite ring 'Fulukor' stralite ring 'Fulukor'0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Mov.spd +18% Acc +13 (+4 eff.) ----- def ----- Defense +25 (+8 eff.) Resists +9% lightning +5% arcane +18% nature +6% acid Phys.save +6 (+1 eff.) Poison- +20% Blinding Speed: Puts all charms on 40 cooldown Level 3.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
treant's stralite ring of life treant's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +9% nature +9% blight Max.HP +72.00 HP.reg +10.00 Heal.mod +13% Poison- +12% Disease- +20% Rings make your fingers look great! |
Exiler Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 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 55.29 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 2 turn(s). Uses 32 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. |
Void Orb Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+5 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 (+5 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 5.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 58.42 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. |
mule's voratun ring of life mule's voratun ring of life0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Fatigue -8% Max.HP +82.00 HP.reg +17.00 Heal.mod +15% ---------- misc Max.enc +23 Rings make your fingers look great! |
savior's voratun ring of warding savior's voratun ring of warding0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: ----- def ----- Resists +20% acid +16% fire +21% lightning +14% cold Phys.save +13 (+3 eff.) Spell.save +14 (+7 eff.) Mind.save +13 (+4 eff.) Rings make your fingers look great! |
solipsist's voratun ring of speed solipsist's voratun ring of speed0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +10 (+5 eff.) Mov.spd +20% Acc +11 (+3 eff.) ----- def ----- Defense +11 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) 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 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 268.28 fire damage, and flames will be left dealing a further 62.71 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. |
Bethotira the Flashcutter (60-97 power, 10 apr) Bethotira the Flashcutter (60-97 power, 10 apr)3.0 T5 greatsword 2H weapon [Rare] Nature Power 60.5 - 96.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +5.0% Atk.spd 100% Phasing +32% Melee+ +28 nature +22 physical On Hit.r1 +22 lightning While equipped: dps ---------- Phys.crit +3.0% Acc +15 (+4 eff.) Apr +4 ----- def ----- Armour +8 ---------- misc Max.stam +32.31 Massive two-handed swords. |
Ramroller (40-60 power, 24 apr) Ramroller (40-60 power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +180 Uses 1.0 Steam While equipped: ----- def ----- Armour +19 Defense +14 (+4 eff.) ---------- misc Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
The Twisted Blade (50-75 power, 24 apr) The Twisted Blade (50-75 power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Power 50.0 - 75.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) 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 (+4 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... |
Ureslak's Flaming Femur (52-73 power, 5 apr) Ureslak's Flaming Femur (52-73 power, 5 apr)3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Fire burn Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers While equipped: dps ---------- All.spd +30% Dmg.mod +30% fire Res.pen +30% fire ----- def ----- Resists +45% fire A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
iron waraxe (11-15 power, 2 apr) iron waraxe (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
Nexus of the Way (22-24 power, 40 apr, mind damage) Nexus of the Way (22-24 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+7 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 2.5 Pwr.cost 60 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 41 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
nature's living mindstar of venom (16-18 power, 40 apr, nature damage) nature's living mindstar of venom (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Melee+ 16 acid Dmg.mod +9% acid +7% nature Res.pen +9% acid ----- def ----- Resists +13% acid +3% blight HP.reg +3.00 Disease- +15% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Galen's Will (40-60 power, 45 apr) Galen's Will (40-60 power, 45 apr)3.0 T4 steamsaw 1H weapon Reqs Mag 30 [Unique] Arcane/Steamtech Power 40.0 - 60.0 Occult Uses 100% Mag Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +45 Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.spd +10% ----- def ----- Fatigue +15% Spell.save +10 (+5 eff.) Silence- +40% ---------- misc Talents +3 Block +4 Electron Incantation Increases the steam your arcane dynamo generate per 10 points of mana by 2. Saws made of metal? That is no good for a discerning Technomancer so Galen made a saw out of pure arcane forces! |
Grinder (36-54 power, 20 apr) Grinder (36-54 power, 20 apr)3.0 T4 steamsaw 1H weapon [Unique] Psionic/Steamtech Power 36.0 - 54.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +14.0% Atk.spd 100% Block +50 HP.leech +5% Melee+ +10% gloom effects Uses 1.0 Steam While equipped: ----- def ----- Armour +8 Defense +12 (+4 eff.) Fatigue +10% ---------- misc Talents +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
Mirrorazor (35-52 power, 23 apr) Mirrorazor (35-52 power, 23 apr)3.0 T4 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 35.0 - 52.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +23 Crit +5.0% Atk.spd 100% Block +60 Dmg.conv 50% temporal On Hit: 8% Turn Back the Clock 2 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +20 (+6 eff.) Fatigue +8% Resists +15% temporal ---------- misc Talents +2 Block 5 turns after use, mirror yourself across the map (centered around the location you were standing when activated).. Uses 30 power out of 30/30 Activation is instant. The experiment of a mad chronomancer, this strange device is a portal into a backwards universe! That is, everything there spins the opposite direction. I guess it probably grinds things pretty well. |
plaguebringer's voratun steamsaw of daylight (39-58 power, 0 apr) plaguebringer's voratun steamsaw of daylight (39-58 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +90 Melee+ +12 blight +14 light Against +20% Undead On Hit: 20% Epidemic 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 5 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Disease- +23% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
reinforced voratun steamsaw of crippling (38-58 power, 0 apr) reinforced voratun steamsaw of crippling (38-58 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Master/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +88 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +8.0% ----- def ----- Armour +9 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stormbringer's voratun steamsaw of crippling (39-58 power, 0 apr) stormbringer's voratun steamsaw of crippling (39-58 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 On Crit.r2 +22 lightning +37 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +5.0% Mov.spd +28% Res.pen +12% lightning +16% cold ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
swashbuckler's voratun steamsaw of the stars (40-61 power, 0 apr) swashbuckler's voratun steamsaw of the stars (40-61 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +100 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str +6 Dex +4 Mag +7 Cun dps ---------- Dmg.mod +19% light +16% darkness Acc +14 (+4 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +14% light +19% darkness ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw of patience (40-60 power, 0 apr) voratun steamsaw of patience (40-60 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +15% temporal ---------- misc Talents +3 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar 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 (170) is absorbed, or the time runs out (8 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). 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! |
Whip of Urh'Rok (55-61 power, 0 apr) Whip of Urh'Rok (55-61 power, 0 apr)3.0 T5 whip 1H weapon [Unique] Arcane Power 55.0 - 60.5 Devouring flames Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+6 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Nithan's Force Nithan's Force4.0 T5 sling 1H weapon Reqs Shoot [Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 111% 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 5.5 Pwr.cost 16 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 226% 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... |
iron steamgun iron steamgun4.0 T1 steamgun 1H weapon Reqs Shoot [Normal] Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Glacia Glacia4.0 T4 steamgun 1H weapon Reqs Shoot [Unique] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Uses 2.0 Steam While equipped: ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. |
Mardelar Mardelar4.0 T4 steamgun 1H weapon Reqs Shoot [Rare] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Crit +4.0% Atk.spd 100% Range +9 Proj.spd +800% Ranged+ +16 cold +16 mind +16 physical Uses 2.0 Steam While equipped: dps ---------- Mind.pwr +15 (+6 eff.) Dmg.mod +19% cold Melee Ret 10 physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Annihilator Annihilator4.0 T5 steamgun 2H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 72% Dmg.mult 100% Range +8 Proj.spd +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
The Long-Arm The Long-Arm4.0 T5 steamgun 2H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +25 Atk.spd 67% Dmg.mult 250% Range +10 Proj.spd +600% Shots beam through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
The Shotgonne The Shotgonne9.0 T5 steamgun 2H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Dmg.mult 125% Range +6 Proj.spd +600% Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
Thoughtcaster Thoughtcaster4.0 T5 steamgun 1H weapon Reqs Wil 20 Shoot [Unique] Psionic/Steamtech Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 36.72 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Steampwr +15 (+3 eff.) Mind.pwr +15 (+6 eff.) ---------- misc Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
Arkul's Siege Arrows (14/14, 68-95 power, 100 apr) Arkul's Siege Arrows (14/14, 68-95 power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 70% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
The Titan's Quiver (18/18, 62-87 power, 20 apr) The Titan's Quiver (18/18, 62-87 power, 20 apr)3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 70% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Thundercrack (14/16, 35-42 power, 8 apr) Thundercrack (14/16, 35-42 power, 8 apr)3.0 T5 shot ammo [Unique] Arcane/Steamtech Power 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
The Black Wall (12 def, 9 armour, 200 block) The Black Wall (12 def, 9 armour, 200 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+4 eff.) Rng.Def +15 (+5 eff.) Fatigue +28% ---------- misc Talents +1 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." |
Unsetting Sun (16 def, 20 armour, 280 block) Unsetting Sun (16 def, 20 armour, 280 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +20 Defense +16 (+5 eff.) Rng.Def +17 (+5 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+10 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+5 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+3 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +30 (+10 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +15% all Spell.save +25 (+13 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
Galen's Flowing Robe (0 def, 0 armour) Galen's Flowing Robe (0 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+12 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+10 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
impenetrable steel plate armour of the deep (0 def, 18 armour) impenetrable steel plate armour of the deep (0 def, 18 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +18 Fatigue +22% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of metal plates. |
Fogfame the stralite plate armour (0 def, 13 armour) Fogfame the stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +9 Cun dps ---------- Mind.crit +3% Crit.mult +15.00% Dmg.mod +9% mind Res.pen +15% temporal ----- def ----- Armour +13 Fatigue +22% Resists +9% physical +12% darkness +12% temporal Phys.save +22 (+5 eff.) A suit of armour made of metal plates. |
voratun plate armour of thunder (0 def, 16 armour) voratun plate armour of thunder (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Arcane While equipped: Stats +7 Str +4 Mag +9 Wil dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +7% Phys.pwr +17 (+4 eff.) Spell.pwr +16 (+6 eff.) Mind.pwr +25 (+10 eff.) ----- def ----- Armour +16 Fatigue +22% Resists +20% lightning A suit of armour made of metal plates. |
Ebonyripper Ebonyripper1.0 T5 belt armor [Rare] Master While equipped: Stats +8 Cun +7 Wil dps ---------- Dmg.mod +21% arcane +27% mind +9% darkness Res.pen +15% darkness Against +45% Summoned On Hit (Melee): * 21% chance to reduce damage dealt by 20% ----- def ----- Resists +18% acid +5% arcane +9% darkness D.Red.from +34% Summoned A belt that goes around your waist. |
blurring drakeskin leather belt of containment blurring drakeskin leather belt of containment1.0 T5 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +21 (+7 eff.) Anom.red +19 Stealth +12 Max.HP +97.00 ---------- misc Max.mana +67.00 Max.stam +51.00 Max.hate +16.00 Max.psi +40.00 Max.vim +31.00 Max.P.En +35.00 Max.N.En +33.00 A belt that goes around your waist. |
drakeskin leather belt of burglary drakeskin leather belt of burglary1.0 T5 belt armor [Ego+] Master While equipped: Stats +5 Dex +5 Cun +8 Lck ----- def ----- Stealth +10 ---------- misc T.Disarm +20 Infravis +3 A belt that goes around your waist. |
grounding drakeskin leather belt of burglary grounding drakeskin leather belt of burglary1.0 T5 belt armor [Ego+] Nature/Master While equipped: Stats +5 Dex +5 Cun +7 Lck ----- def ----- Resists +8% lightning +10% temporal Stealth +13 ---------- misc T.Disarm +29 Infravis +5 A belt that goes around your waist. |
monstrous drakeskin leather belt monstrous drakeskin leather belt1.0 T5 belt armor [Ego+] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Phys.save +11 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
ravager's drakeskin leather belt of resilience ravager's drakeskin leather belt of resilience1.0 T5 belt armor [Ego+] Nature/Master While equipped: dps ---------- Dmg.mod +15% physical Res.pen +18% physical ----- def ----- Max.HP +70.00 A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
battlemaster's cashmere cloak of battle (2 def, 0 armour) battlemaster's cashmere cloak of battle (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +1.0% Phys.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -4% Spell.save +7 (+4 eff.) ---------- misc Stam/turn +0.90 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of backstabbing (10 def, 0 armour) enveloping cashmere cloak of backstabbing (10 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +21.00% Acc +5 (+2 eff.) Apr +10 ----- def ----- Defense +10 (+3 eff.) Phys.save +8 (+2 eff.) Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Daggers (10 def, 0 armour) Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 191 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 4.5 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 47 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.5 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 36.70 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+4 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 104.04 cold damage and condensing the air into freezing vapors that deal 34.68 cold damage (based on Magic) each turn for 10 turns. Uses 30 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. |
Jetpack (10 def, 0 armour) Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Liquid Metal Cloak (20 def, 10 armour) Liquid Metal Cloak (20 def, 10 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: ----- def ----- Armour +10 Defense +20 (+6 eff.) Resists +15% physical Phys.save +40 (+10 eff.) ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 2.5 Pwr.cost 60 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 100 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. |
shadow elven-silk cloak of the voidstalker (3 def, 0 armour) shadow elven-silk cloak of the voidstalker (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +21% darkness Res.pen +10% darkness ----- def ----- Defense +3 (+1 eff.) Resists +48% darkness +20% temporal Stealth +11 Def/telep +24 Res/telep +14% Dur/telep +19% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Heatslice the pair of hardened leather boots (0 def, 3 armour) Heatslice the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +2 Mag +8 Wil +2 Cun +8 Lck dps ---------- Dmg.mod +3% fire ----- def ----- Armour +3 Stealth +5 ---------- misc Light +2 Infravis +2 A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Demonprophet the drakeskin leather gloves (0 def, 3 armour) Demonprophet the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Acc +25 (+7 eff.) ----- def ----- Armour +3 Resists +15% fire +12% nature +9% darkness Spell.save +6 (+3 eff.) Heal.mod +20% Confus- +20% Knockbk- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves (0 def, 7 armour) heroic drakeskin leather gloves (0 def, 7 armour)1.0 T4 hands armor [Ego+] Master While equipped: ----- def ----- Armour +7 Mind.save +9 (+3 eff.) Max.HP +68.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring drakeskin leather gloves of dexterity (+5) (0 def, 3 armour) scouring drakeskin leather gloves of dexterity (+5) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Disrupt/Master While equipped: Stats +5 Dex dps ---------- Acc +15 (+4 eff.) On Melee Ret: * 28 arcane resource burn ----- def ----- Armour +3 Spell.save +16 (+8 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral drakeskin leather gloves of the juggernaut (0 def, 3 armour) umbral drakeskin leather gloves of the juggernaut (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Con dps ---------- Melee+ 11 darkness Dmg.mod +5% darkness ----- def ----- Armour +3 Resists +9% darkness Phys.save +25 (+6 eff.) Spell.save +3 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +37% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's voratun gauntlets of spellstriking (0 def, 3 armour) alchemist's voratun gauntlets of spellstriking (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +7 Mag +9 Wil dps ---------- Spell.pwr +9 (+4 eff.) Melee+ 5 acid 6 cold 6 fire 5 arcane 7 lightning Dmg.mod +5% arcane ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour) =GG= Steam Powered Gauntlets (0 def, 12 armour) =GG=1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
cleansing hardened leather hat of the depths (0 def, 3 armour) cleansing hardened leather hat of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +5% cold +7% nature ---------- misc Breathe water A hat made of leather. Very stylish. |
elven-silk wizard hat 'Gilyroddavor' (3 def, 0 armour) elven-silk wizard hat 'Gilyroddavor' (3 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +21% blight ----- def ----- Defense +3 (+1 eff.) Resists +15% fire +15% light +15% cold Spell.save +15 (+8 eff.) Mind.save +12 (+4 eff.) Cut- +20% ---------- misc Light +3 See.Invis +9 A pointy cloth hat, very wizardly... |
Yeti Mind Controller (0 def, 3 armour) Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+3 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 8/8 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. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-4 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Festerhunger (0 def, 3 armour) Festerhunger (0 def, 3 armour)2.0 T3 head armor [Rare] Disrupt While equipped: dps ---------- Res.pen +25% nature +25% acid On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +3 Fatigue +3% Resists +7% blight +7% nature +9% darkness A hat made of leather. Very stylish. |
Crown of the Elements (0 def, 10 armour) Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+6 eff.) Mind.pwr +15 (+6 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
Rootlord (0 def, 5 armour) Rootlord (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% nature Res.pen +27% darkness +15% nature Melee Ret 10 lightning 8 darkness On Hit (Melee): * 22% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +15% temporal Phys.save +19 (+4 eff.) A cap made of leather. |
stabilizing drakeskin leather cap of might (0 def, 5 armour) stabilizing drakeskin leather cap of might (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Phys.save +12 (+3 eff.) A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training Mag 12 [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. |
Brightblur the dwarven-steel helm (0 def, 4 armour) Brightblur the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Res.pen +20% light Melee Ret 8 light On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Armour +4 Fatigue +4% Resists +27% light +13% darkness ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cyrybrenn the Woeglory (0 def, 4 armour) Cyrybrenn the Woeglory (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +4 Wil +7 Cun dps ---------- Crit.mult +20.00% Apr +6 On Hit (Melee): * 10% chance to reduce armor by 10% ----- def ----- Armour +4 Fatigue +4% Resists +6% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sparkzephyr the dwarven-steel helm (0 def, 4 armour) Sparkzephyr the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +6% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +4 Fatigue +4% Resists +12% lightning +18% fire +9% nature +12% mind Spell.save +8 (+4 eff.) Max.HP +60.00 Heal.mod +14% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm of precognition (5 def, 4 armour) bladed dwarven-steel helm of precognition (5 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Cun +4 Str dps ---------- Acc +7 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +5 (+1 eff.) Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 714.7 Physical damage. If the attack hits, the target is confused (39% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blazekiller the voratun helm (0 def, 5 armour) Blazekiller the voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +8% Mind.pwr +30 (+11 eff.) Dmg.mod +15% mind ----- def ----- Armour +5 Fatigue +5% Resists +24% lightning +21% cold ---------- misc Equi/ret +0.16 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing voratun helm of precognition (4 def, 5 armour) cleansing voratun helm of precognition (4 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: Stats +6 Cun dps ---------- Acc +9 (+3 eff.) On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +4 (+1 eff.) Fatigue +5% Resists +10% nature +8% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing voratun helm of might (0 def, 5 armour) stabilizing voratun helm of might (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +2 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Phys.save +11 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 ametrine 2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 aquamarine 14 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal 13 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 topaz 19 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 amethyst 14 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
19 onyx 19 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
26 lapis lazuli 26 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 emerald 18 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
26 garnet 26 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
21 quartz 21 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 amber 6 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 bloodstone 8 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal 7 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 diamond 5 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone 7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne Azurite0.0 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. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
bright alchemist's lamp of the zealot bright alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +5 (+3 eff.) ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp of clarity preserving alchemist's lamp of clarity1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +4 Con ----- def ----- Resists +8% blight Mind.save +10 (+3 eff.) HP.reg +3.00 ---------- misc Light +4 See.Stealth +10 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 58.54 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 58.54 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
strange black disk (1) strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
steel spike attachment steel spike attachment0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strap steel grounding strap0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +12% lightning Stun/Frz- +20% Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots iron rocket boots0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel fatal attractor dwarven steel fatal attractor0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
iron shocking touch iron shocking touch0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder Stralite Sand Shredder0.0 T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
good focus lens good focus lens0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
steel razor edge steel razor edge0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +8 Crit +8.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 29] simple frost salve [power 29]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 235% efficiency and 52% cooldown modifier. Remove 1 physical effects and grants a frost aura (29% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 55] amazing frost salve [power 55]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 235% efficiency and 52% cooldown modifier. Remove 3 physical effects and grants a frost aura (55% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 351] simple healing salve [power 351]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 235% efficiency and 52% cooldown modifier. Heal 351 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent healing salve [power 460] potent healing salve [power 460]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 235% efficiency and 52% cooldown modifier. Heal 460 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing water salve [power 55] amazing water salve [power 55]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 235% efficiency and 52% cooldown modifier. Remove 3 mental effects and grants a water aura (55% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
dwarven-steel pickaxe of Reknor (dig speed 15 turns) dwarven-steel pickaxe of Reknor (dig speed 15 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Resists +7% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
extending voratun torque of mindblast [power 405] (15 cooldown) extending voratun torque of mindblast [power 405] (15 cooldown)2.0 T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 413 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Godir [power 90] (20 cooldown) Godir [power 90] (20 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +2 Cun +2 Mag dps ---------- Crit.mult +15.00% Spell.pwr +10 (+5 eff.) Res.pen +25% mind Phasing +30% ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Vim/s.crit +2.00 Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+4 eff.) On Melee Ret: * 18% chance to slow global speed by 50% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+10 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
warded ash wand of lightning storm [power 176] (15 cooldown) warded ash wand of lightning storm [power 176] (15 cooldown)2.0 T2 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +2 blight +3 cold +3 darkness +3 temporal Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (179 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered yew wand of shielding [power 416] (28 cooldown) overpowered yew wand of shielding [power 416] (28 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 416 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 28 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+5 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 111.18 temporal and 111.18 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
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 Gorgo the Orc Sawbutcher level 11
21st Retaking 124th year of Ascendancy at 22:51 see stats
By Gorgo the Orc Sawbutcher level 13
26th Retaking 124th year of Ascendancy at 02:17 see stats
By Gorgo the Orc Sawbutcher level 28
45th Pain 124th year of Ascendancy at 05:28 see stats
By Gorgo the Orc Sawbutcher level 43
21st Remembrance 125th year of Ascendancy at 18:27 see stats
By Gorgo the Orc Sawbutcher level 29
8th Dearth 124th year of Ascendancy at 04:50 see stats
By Gorgo the Orc Sawbutcher level 10
18th Retaking 124th year of Ascendancy at 06:34 see stats
By Gorgo the Orc Sawbutcher level 20
45th Revenge 124th year of Ascendancy at 00:44 see stats
By Gorgo the Orc Sawbutcher level 30
33rd Dearth 124th year of Ascendancy at 02:51 see stats
By Gorgo the Orc Sawbutcher level 40
49th Destruction 124th year of Ascendancy at 08:19 see stats
By Gorgo the Orc Sawbutcher level 50
48th Remembrance 125th year of Ascendancy at 09:59 see stats
By Gorgo the Orc Sawbutcher level 50
49th Remembrance 125th year of Ascendancy at 15:17 see stats
By Gorgo the Orc Sawbutcher level 50
49th Remembrance 125th year of Ascendancy at 15:17 see stats
By Gorgo the Orc Sawbutcher level 34
11st Loss 124th year of Ascendancy at 14:22 see stats
By Gorgo the Orc Sawbutcher level 27
44th Pain 124th year of Ascendancy at 17:58 see stats
By Gorgo the Orc Sawbutcher level 20
45th Revenge 124th year of Ascendancy at 02:56 see stats
By Gorgo the Orc Sawbutcher level 50
12nd Retaking 125th year of Ascendancy at 15:45 see stats
By Gorgo the Orc Sawbutcher level 38
52nd Loss 124th year of Ascendancy at 04:48 see stats
By Gorgo the Orc Sawbutcher level 43
21st Remembrance 125th year of Ascendancy at 16:39 see stats
By Gorgo the Orc Sawbutcher level 22
47th Revenge 124th year of Ascendancy at 05:33 see stats
By Gorgo the Orc Sawbutcher level 50
14th Retaking 125th year of Ascendancy at 21:42 see stats
By Gorgo the Orc Sawbutcher level 39
52nd Loss 124th year of Ascendancy at 09:38 see stats
By Gorgo the Orc Sawbutcher level 18
18th Revenge 124th year of Ascendancy at 14:50 see stats
Log
Saving done.
New Achievement: To the Bitter End!
Today is the 15th Retaking of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 08:50.
Today is the 16th Retaking of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:18.
There is a Kruk Pride (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Resting starts...
Rested for 158 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Saving done.
Gorgo deactivates Saw Wheels.
Talent Saw Wheels is ready to use.
Gorgo activates Saw Wheels.
Saving game...
Saving done.