
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Whitehoof |
Class | Sawbutcher |
Level / Exp | 32 / 79% |
Size | big |
Lifes / Deaths | Killed by ruin banshee at level 14 on the 47th Retaking 124th year of Ascendancy at 17:10 0 / 7Killed by Arothra the ritch hive mother at level 18 on the 20th Revenge 124th year of Ascendancy at 11:23 Killed by Star Gazer at level 23 on the 49th Revenge 124th year of Ascendancy at 15:16 Killed by dreaming horror at level 24 on the 2nd Pain 124th year of Ascendancy at 12:27 Killed by dreaming horror at level 24 on the 2nd Pain 124th year of Ascendancy at 13:30 Killed by Mayuna the sun paladin at level 32 on the 43rd Dearth 124th year of Ascendancy at 11:18 Killed by Glorera the halfling pyremaster at level 32 on the 43rd Dearth 124th year of Ascendancy at 15:32 |
Primary Stats
Strength | 85 (base 60) |
Dexterity | 19 (base 10) |
Constitution | 40 (base 15) |
Magic | 14 (base 10) |
Willpower | 9 (base 10) |
Cunning | 70 (base 60) |
Resources
Life | -439/986 |
Steam | 15/100 |
Healing Factor | 1.4026540177496 |
Regeneration | 6.4486671173539 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
See Stealth | 11 |
See Invisible | 13 |
Offense: Mainhand
Damage | 125 |
Accuracy | 50 |
Crit Chance | 53% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | 62 |
Accuracy | 50 |
Crit Chance | 54% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Light | +12% |
Nature | +3% |
Blight | +6% |
Mind | +6% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Defense: Base
Armour (hardiness) | 50 (35%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 18 |
Physical Save | 50 |
Spell Save | 18 |
Mental Save | 28 |
Defense: Resistances
Mind | + 9%( 70%) |
Darkness | + 16%( 70%) |
Light | + 35%( 70%) |
Cold | + 21%( 70%) |
Blight | + 9%( 70%) |
Physical | + 29%( 70%) |
Fire | + 63%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Poison Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Silence Resistance | 70% |
Pinning Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (4/5)
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 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Cunning stat. |
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 118% efficiency and cooldown mod of 61%. Its effects scale with your Constitution stat. |
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 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active |
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. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
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. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb 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 |
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 | ![]() 2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -4% Phys.save +13 (+4 eff.) Pinning- +10% Knockbk- +10% Teleport- +100% ---------- misc Max.enc +24 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego] Master/Psionic While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Mind.save +9 (+4 eff.) ---------- misc Light +11 See.Stealth +11 See.Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +0 Cun +3 Con dps ---------- Acc +9 (+3 eff.) ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% ---------- misc Light +5 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | ![]() 1.0 T4 hands armor [Ego+] Master While equipped: dps ---------- Phys.crit +11.0% Spell.crit +11% Mind.crit +5% Crit.mult +10.00% ----- def ----- Armour +3 Disarm- +90% ---------- misc Talents +4 Iron Grip 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. |
Tool | ![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% mind Res.pen +5% darkness ----- def ----- Resists +9% mind Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% blight +12% fire Res.pen +15% darkness Acc +8 (+3 eff.) Melee Ret 4 blight ----- def ----- Fatigue -5% Resists +9% blight +24% fire ---------- misc Max.enc +26 Can be unequipped or rerolled. 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? |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Stun/Frz- +25% ---------- misc Max.enc +20 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Melee Ret 6 acid ----- def ----- Phys.save +3 (+1 eff.) Heal.mod +13% Cut- +50% Silence- +20% Disarm- +20% Heal: Puts all charms on 35 cooldown Level 2.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 196 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 29.5 - 44.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +19.0% Atk.spd 100% Block +43 Melee+ +9 cold Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+6 eff.) Generate a personal shield that absorbs up to 220 damage and damages attackers striking the wearer for 31 fire damage while it lasts (based on Cunning). Uses 24 power out of 8/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
In off hand | ![]() 3.0 T4 steamsaw 1H weapon [Ego+] Psionic/Steamtech Power 29.0 - 43.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +20.0% Atk.spd 100% Block +66 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +13% physical Shield.near.proj +10 Proj.slow +19% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+4 eff.) Resists +15% cold +20% light +20% fire Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() 9.0 T4 light armor [Random Unique] Arcane/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +5 (+1 eff.) Acc +20 (+7 eff.) Apr +2 Melee Ret 20 physical ----- def ----- Armour +21 Defense +17 (+8 eff.) Fatigue +9% Resists +1% physical +6% cold +16% darkness +15% light A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 55 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 168 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 349 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +14% Cut- +40% Heal: Puts all charms on 35 cooldown Level 2.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 196 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +12 (+4 eff.) Spell.save +11 (+6 eff.) Mind.save +16 (+8 eff.) Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +10 (+3 eff.) Spell.save +15 (+8 eff.) Mind.save +11 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% arcane Acc +4 (+1 eff.) ----- def ----- Resists +11% arcane Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +11 (+8 eff.) Dmg.mod +15% physical +15% temporal +15% darkness +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +11 (+8 eff.) Dmg.mod +15% physical ----- def ----- Defense +7 (+3 eff.) HP.reg +0.70 Heal.mod +11% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 77.49 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +14 (+10 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +9 (+7 eff.) Dmg.mod +20% darkness ---------- misc Mana/turn +0.22 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+9 eff.) Dmg.mod +25% physical ----- def ----- Armour +6 Hardiness +5% Phys.save +4 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +13% Spell.pwr +19 (+12 eff.) Melee+ 36 arcane Dmg.mod +25% lightning ---------- misc Max.mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 24.0 - 36.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 49.0 - 73.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +8 nature On Hit.r1 +16 acid On Crit.r2 +20 nature While equipped: dps ---------- Res.pen +25% nature On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Resists +6% acid Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 34.0 - 51.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +12 fire Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Nature Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +7 lightning +23 cold While equipped: dps ---------- Mov.spd +42% Res.pen +20% lightning +13% cold Massive two-handed battleaxes. |
![]() 5.0 T4 greatmaul 2H weapon [Ego+] Arcane Power 54.5 - 81.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +13% lightning Res.pen +17% lightning Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 36.5 - 58.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +17 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Nature/Master Power 43.5 - 69.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +9 Str +6 Dex +10 Mag +9 Wil +9 Cun +10 Con Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Nature Power 33.5 - 53.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +20 lightning +24 cold While equipped: dps ---------- Mov.spd +36% Res.pen +14% lightning +12% cold Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego] Arcane Power 50.5 - 80.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Nature/Master Power 48.0 - 76.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +49 fire On Crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +13 (+3 eff.) All.spd +11% Res.pen +30% fire Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Ego] Disrupt Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 8% chance to slow global speed by 44% Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego+] Arcane/Master Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 While equipped: Stats +2 Str dps ---------- Dmg.mod +8% physical Acc +7 (+2 eff.) Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Arcane/Psionic Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Ego] Arcane Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: ----- def ----- Resists +6% temporal One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Master Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +9% physical ----- def ----- Disarm- +10% One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Nature/Master Power 46.0 - 64.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +28 fire While equipped: dps ---------- All.spd +4% Res.pen +13% fire One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Nature/Master Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +8 Str +8 Dex +4 Mag +6 Wil +6 Cun +7 Con dps ---------- Dmg.mod +9% physical Acc +7 (+2 eff.) One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Psionic Power 30.0 - 42.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 26.5 - 34.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master/Psionic Power 22.0 - 28.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness Against +8% Living While equipped: dps ---------- Res.pen +7% all Acc +11 (+4 eff.) Apr +5 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane Power 32.0 - 41.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +10 cold Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 28.0 - 36.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +17 (+6 eff.) Apr +5 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Power 36.5 - 47.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +8 Str dps ---------- Dmg.mod +5% physical Acc +5 (+2 eff.) Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Disrupt Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Resists +4% all ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Random Unique] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +8 blight +4 fire On Crit.r2 +4 fire On Hit: * 10% chance to reduce strength, dexterity, and constitution by 8 While equipped: Stats +4 Str +4 Dex +4 Mag +2 Wil +4 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +14 (+7 eff.) Melee+ 13 lightning 4 mind 10 darkness Dmg.mod +8% lightning +6% mind +6% darkness Res.pen +12% lightning +25% blight ----- def ----- Resists +10% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +3% nature ----- def ----- Resists +5% blight Phys.save +5 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Disease- +15% ---------- misc Equi/ret +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 16.0 - 24.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 On Crit: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Ego+] Master/Psionic/Steamtech Power 19.5 - 29.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +53 On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Armour +4 Defense +13 (+6 eff.) Fatigue +8% Disarm- +32% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +49 Melee+ +11 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 8 Uses 1.0 Steam While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +4 Defense +12 (+6 eff.) Fatigue +8% Disarm- +20% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex dps ---------- Melee Ret 4 lightning ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +11% lightning +17% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Random Unique] Nature/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +49 Melee+ +10 nature +12 fire On Hit.r1 +4 fire Uses 1.0 Steam While equipped: Stats +8 Con +11 Wil dps ---------- Melee Ret 6 mind ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +13% blight +12% nature +12% mind Max.HP +60.00 ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Ego] Master/Steamtech Power 19.0 - 28.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +8 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Random Unique] Arcane/Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +9 fire On Hit.r1 +4 nature While equipped: Stats +10 Con +5 Wil dps ---------- Phys.crit +9.0% Dmg.mod +19% fire Res.pen +5% light Acc +7 (+2 eff.) Melee Ret 4 nature On Hit (Ranged): * 10% chance to slow global speed by 44% ----- def ----- Resists +9% light Max.HP +62.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot [Ego++] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +16 fire Uses 2.0 Steam While equipped: dps ---------- All.spd +6% Res.pen +9% all +10% fire Acc +8 (+3 eff.) Apr +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Random Unique] Nature/Psionic Power 43.5 - 52.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 20 Ranged+ +18 physical +9 nature +17 darkness Against +10% Living On Hit.r1 +20 mind On Hit: * 20% chance to reduce all saves and defense by 19 * 20% chance to knock the target back 3 spaces and deal 104 physical damage Shots are used with slings to pummel your foes to death. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 0 physical 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+6 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T3 cloth armor [Ego+] Arcane/Nature While equipped: dps ---------- Dmg.mod +16% acid ----- def ----- Resists +8% lightning +24% acid +7% light +7% darkness +8% blight +8% cold +8% fire +11% all Phys.save +10 (+3 eff.) Spell.save +25 (+13 eff.) Mind.save +13 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +18% nature ----- def ----- Resists +27% nature +11% all ---------- misc Mana/turn +0.14 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +11% all Mind.save +23 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 5% chance to slow global speed by 44% * 5 arcane resource burn ----- def ----- Resists +10% blight +11% all Max.HP +62.00 HP.reg +2.10 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +9% temporal +12% physical Res.pen +8% temporal +6% physical ----- def ----- Resists +13% all Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +17 (+11 eff.) Dmg.mod +11% all ----- def ----- Resists +13% all Spell.save +21 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Phys.save +15 (+5 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
![]() 9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +17% cold A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +18% blight +10% darkness ---------- misc Light +1 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: dps ---------- Melee Ret 0 physical ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Max.HP +41.00 HP.reg +6.90 Heal.mod +12% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature While equipped: dps ---------- Melee Ret 0 physical ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Max.HP +47.00 HP.reg +3.90 Heal.mod +14% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 5 fire ----- def ----- Armour +16 Defense +12 (+6 eff.) Fatigue +8% Resists +13% fire +18% physical A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +5% Phys.save +8 (+3 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane/Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +5% arcane Spell.save +15 (+8 eff.) HP.reg +2.80 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Mind.save +14 (+7 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +7 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Mind.save +18 (+9 eff.) Max.HP +46.00 HP.reg +3.00 Heal.mod +16% A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +3 Con ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +18% lightning Max.HP +30.00 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Max.HP +56.00 HP.reg +3.00 Heal.mod +13% A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Max.HP +38.00 HP.reg +5.00 Heal.mod +11% A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +1 Wil ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +16% blight +16% darkness ---------- misc Light +1 A suit of armour made of mail. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+2 eff.) ----- def ----- Defense +11 (+5 eff.) Mind.save +5 (+2 eff.) Stealth +8 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Wil dps ---------- Spell.pwr +20 (+13 eff.) Dmg.mod +3% arcane +9% cold Against +28% Summoned Melee Ret 6 blight ----- def ----- Resists +7% acid +7% fire +7% lightning +7% cold D.Red.from +24% Summoned HP.reg +2.10 Heal.mod +18% ---------- misc Max.mana +40.00 A belt that goes around your waist. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: Stats +6 Lck +4 Dex ----- def ----- Armour +1 Stealth +6 ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% temporal Res.pen +15% darkness +14% temporal +15% mind +10% nature Melee Ret 10 nature ----- def ----- Armour +3 Resists +16% temporal +19% darkness +9% nature Def/telep +19 Res/telep +14% Dur/telep +16% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +28% Confus- +30% Stun/Frz- +21% A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Acc +9 (+3 eff.) ----- def ----- Armour +2 Resists +8% darkness ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 4.2 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 7 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Rushing Claws: Level 3.5 Pwr.cost 24 out of 24/24. Range 8 Travel.spd instantaneous Is a nature gift Description: Rushes toward your target with incredible speed. If the target is reached, you use your claws to pin it to the ground for 5 turns. You must rush from at least 2 tiles away. A pair of sharply honed gauntlets made from the claws of Ritch Impalers. |
![]() 2.0 T3 head armor [Random Unique] Disrupt/Master While equipped: Stats +10 Dex dps ---------- Crit.mult +10.00% Mind.pwr +15 (+7 eff.) Dmg.mod +9% mind ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +3% cold +7% nature +3% darkness A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +0 Cun +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +7 Str +15 Dex dps ---------- Dmg.mod +6% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Armour +3 Fatigue +3% Resists +15% darkness +12% blight ---------- misc Infravis +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 420.5 Physical damage. If the attack hits, the target is confused (30% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +8% darkness Spell.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 5 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +1 Dex +3 Wil +3 Cun dps ---------- Dmg.mod +3% temporal ----- def ----- Armour +4 Fatigue +4% Resists +8% lightning +20% temporal +7% cold Mind.save +8 (+4 eff.) ---------- misc Light +3 See.Invis +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+8 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 145 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 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! |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 16] powerful fiery salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (16% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 134] simple healing salve [power 134]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 134 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 217] powerful healing salve [power 217]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 217 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 188] powerful pain suppressor salve [power 188]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -188 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 T4 wand charm [Ego] Arcane Fire a magical bolt dealing 415 lightning damage Puts all charms on 21 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By RIP AND TEAR the Whitehoof Sawbutcher level 12
23rd Retaking 124th year of Ascendancy at 07:59 see stats
By RIP AND TEAR the Whitehoof Sawbutcher level 25
44th Pain 124th year of Ascendancy at 07:58 see stats
By RIP AND TEAR the Whitehoof Sawbutcher level 10
18th Retaking 124th year of Ascendancy at 14:26 see stats
By RIP AND TEAR the Whitehoof Sawbutcher level 20
33rd Revenge 124th year of Ascendancy at 06:16 see stats
By RIP AND TEAR the Whitehoof Sawbutcher level 30
11st Dearth 124th year of Ascendancy at 15:31 see stats
By RIP AND TEAR the Whitehoof Sawbutcher level 29
3rd Dearth 124th year of Ascendancy at 17:09 see stats
By RIP AND TEAR the Whitehoof Sawbutcher level 18
20th Revenge 124th year of Ascendancy at 11:22 see stats
By RIP AND TEAR the Whitehoof Sawbutcher level 20
34th Revenge 124th year of Ascendancy at 05:48 see stats
Log
Glorera the halfling pyremaster's Strafe hits RIP AND TEAR for 0 physical damage.
Glorera the halfling pyremaster's Body of Fire hits RIP AND TEAR for (0 absorbed), 14 fire (14 total damage).
Tempest of Metal killed Shalore liberator!
Glorera the halfling pyremaster reloads.
Glorera the halfling pyremaster's spell attains critical power!
RIP AND TEAR deflects the projectile from Glorera the halfling pyremaster to the northeast!
Bleeding from RIP AND TEAR hits Glorera the halfling pyremaster for 91 physical damage.
Glorera the halfling pyremaster shoots!
RIP AND TEAR deflects the projectile from Glorera the halfling pyremaster to the west!
RIP AND TEAR deflects the projectile from Glorera the halfling pyremaster to the north!
RIP AND TEAR uses Unruromigen the Murkdeath!
Your shield crumbles under the damage!
Glorera the halfling pyremaster's Shoot hits RIP AND TEAR for (0 absorbed), 55 physical (55 total damage).
Bleeding from RIP AND TEAR hits Glorera the halfling pyremaster for 106 physical damage.
Glorera the halfling pyremaster uses Emergency Steam Purge.
Your shield crumbles under the damage!
RIP AND TEAR resists the effect 'Blinded'!
Glorera the halfling pyremaster hits RIP AND TEAR for (0 absorbed), 176 fire (176 total damage).
RIP AND TEAR deflects the projectile from Glorera the halfling pyremaster to the southeast!
Bleeding from RIP AND TEAR hits Glorera the halfling pyremaster for 106 physical damage.
The shield around RIP AND TEAR crumbles.
Talent Block is ready to use.
Glorera the halfling pyremaster uses Steady Shot.
Glorera the halfling pyremaster's Steady Shot performs a ranged critical strike against RIP AND TEAR!
Glorera the halfling pyremaster's Steady Shot hits RIP AND TEAR for 215 physical, 7 acid (221 total damage).
Glorera the halfling pyremaster's Steady Shot hits RIP AND TEAR for 165 physical damage.
RIP AND TEAR the level 32 whitehoof sawbutcher was cleaved to death by Glorera the halfling pyremaster on level 2 of Gates of Morning.