
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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.
Embers of Rage 1.6.7Official 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:
Better Item Description 1.6.6This 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 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Orcs |
Mode | Insane Adventure |
Sex | Female |
Race | Kruk Yeti |
Class | Sawbutcher |
Level / Exp | 50 / 1165% |
Size | huge |
Lifes / Deaths | Killed by worm that walks at level 21 on the 8th Revenge 124th year of Ascendancy at 01:39 0 / 8Killed by worm that walks at level 21 on the 8th Revenge 124th year of Ascendancy at 07:19 Killed by Xerytira the whitehoof ghoul at level 30 on the 44th Revenge 124th year of Ascendancy at 18:01 Killed by Nektosh the One-Horned at level 30 on the 45th Revenge 124th year of Ascendancy at 11:26 Killed by Salunne the blinkwyrm at level 50 on the 6th Loss 124th year of Ascendancy at 08:10 Killed by Sher'Tul High Priest at level 50 on the 34th Loss 124th year of Ascendancy at 18:38 Killed by Sher'Tul High Priest at level 50 on the 34th Loss 124th year of Ascendancy at 22:43 Killed by Amakthel's Hand at level 50 on the 35th Loss 124th year of Ascendancy at 01:10 |
Primary Stats
Strength | 156 (base 60) |
Dexterity | 71 (base 40) |
Constitution | 85 (base 49) |
Magic | 25 (base 10) |
Willpower | 30 (base 10) |
Cunning | 65 (base 60) |
Resources
Life | -583/2060 |
Psi | 120/120 |
Steam | 95/95 |
Healing Factor | 1.6151764705883 |
Regeneration | 57.398097938596 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +907.99999999999% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 10 |
Infravision | 8 |
See Stealth | 28 |
See Invisible | 26 |
Offense: Mainhand
Damage | 218 |
Accuracy | 72 |
Crit Chance | 50% |
APR | 10 |
Speed | 0.91 |
Offense: Offhand
Damage | 112 |
Accuracy | 72 |
Crit Chance | 48% |
APR | 26 |
Speed | 0.91 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Acid | +8% |
Blight | +15% |
Arcane | +6% |
Cold | +7% |
All | 0% |
Lightning | +37% |
Light | +25% |
Fire | +51% |
Physical | +17% |
Offense: Damage Penetration
Temporal | +15% |
Blight | +15% |
Arcane | +15% |
Fire | +28% |
Physical | +38% |
Defense: Base
Armour (hardiness) | 113.08934837382 (81.030927835052%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 70 |
Spell Save | 36 |
Mental Save | 40 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 66%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 43%( 70%) |
All | + 25%( 70%) |
Lightning | + 70%( 70%) |
Light | + 27%( 70%) |
Temporal | + 36%( 70%) |
Physical | + 38%( 70%) |
Mind | + 27%( 70%) |
Fire | + 42%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Confusion Resistance | 31% |
Knockback Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 52 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 4 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 189% efficiency and cooldown mod of 52%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 52 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.6 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 908% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.70 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Steam Powered Armour |
talent | Tempest of Metal |
talent | Furnace |
talent | Chant of Fortitude |
talent | Melting Point |
talent | Mow Down |
talent | Overheat Saws |
talent | Grinding Shield |
detrimental effect | The target is cursed, taking 108.58 darkness damage per turn and preventing natural life regeneration. Curse of Death |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
detrimental effect | The target is hexed. Each time it uses an ability it takes 137.99 fire damage, and talent cooldowns are increased by 103% plus 1 turn. Burning Hex |
detrimental effect | The target is confused, acting randomly (chance 44%) and unable to perform complex actions. Confused |
beneficial effect | Immune to physical effects. Spine of the World |
beneficial effect | You have 37% chances to encase your foes in iceblocks. Algid Rage |
beneficial effect | Moving at extreme speed (908% faster) and gains 100% stun, daze and pinning immunity. Any action other than movement will cancel it. Wild Speed |
detrimental effect | Pyros Butcher is fed upon by Amakthel's Eye. Fed Upon |
beneficial effect | You have 10 charges. Molten Point |
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. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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! | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'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 |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +100% ---------- misc Talents +5 Rocket Boots Generate 7 steam each time you walk. Boots. But with steam power! |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +12 Con dps ---------- Spell.crit +6% Mind.crit +12% Spell.pwr +10 (+5 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +16% light Phasing +30% ----- def ----- Resists +27% blight Mind.save +10 (+4 eff.) HP.reg +29.00 ---------- misc Light +9 See.Stealth +8 See.Invis +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +100% ---------- misc Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed A Helmet. But with steam power! |
On hands | ![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! The set is complete. 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- +100% ---------- misc Talents +5 Spring Grapple Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +6 Wil dps ---------- Spell.crit +5% Crit.mult +15.00% On Hit (Melee): * 20% chance to reduce armor by 27% ----- def ----- Resists +6% fire ---------- misc Mana/s.crit +2.00 Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 cooldown 100% to heal for 78. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Str +8 Con dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +9% light Res.pen +15% blight Melee Ret 2 blight ----- def ----- Resists +22% acid +3% light +6% blight +19% fire +14% cold +20% lightning Mind.save +9 (+3 eff.) Confus- +31% Rings can have magical properties. |
On fingers | ![]() 0.1 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. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Con +6 Mag dps ---------- Spell.crit +6% Spell.pwr +6 (+3 eff.) Dmg.mod +8% acid +8% lightning +6% blight +8% fire +6% arcane +7% cold Res.pen +15% arcane +10% physical Acc +15 (+4 eff.) Melee Ret 6 light ----- def ----- Phys.save +12 (+3 eff.) Die.at -80.00 life Max.HP +80.00 HP.reg +9.00 ---------- misc Masteries +0.40 Steamtech/Butchery Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 42.0 - 63.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +0 Crit +5.0% Atk.spd 100% Block +98 Melee+ +16 blight Against +35% Undead +35% Demon +35% Horror On Hit.r1 +4 blight On Crit.r2 +8 blight Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Acc +25 (+7 eff.) ----- def ----- Armour +17 Defense +10 (+3 eff.) Fatigue +12% Resists +23% blight +19% nature +5% arcane Max.HP +106.00 ---------- 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 | ![]() 1.0 T5 belt armor [Random Unique] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.crit +19.0% Mind.crit +15% Crit.mult +13.00% Phys.pwr +18 (+4 eff.) Dmg.mod +9% fire Res.pen +15% temporal On Hit (Melee): * 26% chance to reduce all saves and defense by 25 ----- def ----- Resists +3% mind +20% temporal Spell.save +13 (+6 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | Stormcutter (45-67.5 power, 16 apr) Stormcutter (45-67.5 power, 16 apr) 3.0 T5 steamsaw 1H weapon [Unique] Steamtech Power 45.0 - 67.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +16 Crit +3.0% Atk.spd 100% Block +100 Against +35% Undead +35% Demon +35% Horror On Hit: * deal lightning damage to the target based on cunning with a 25% chance to daze, and arc to up to 3 targets. Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +20% lightning ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +20% lightning ---------- misc Talents +3 Block "Great for combat, cooking, and shaving! We accept no responsibility for ruined follicles." |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Nature While equipped: Stats +5 Wil +9 Mag dps ---------- Spell.crit +5% Crit.mult +15.00% S.pwr/crit +11 Dmg.mod +9% blight +12% fire +9% lightning ----- def ----- Defense +3 (+1 eff.) Resists +19% blight +19% nature +39% lightning HP.reg +5.00 Heal.mod +15% 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 | ![]() 22.0 T5 massive armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +9 Str +6 Dex dps ---------- Phys.pwr +22 (+5 eff.) Steampwr +22 (+6 eff.) ----- def ----- Armour +35 Defense +23 (+7 eff.) Fatigue +12% Resists +25% lightning Crit.dmg- 35.00% Phys.save +55 (+13 eff.) Stun/Frz- +50% ---------- misc Max.steam +15.00 Talents +5 Steam Powered Armour Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 4 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 67%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 4 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 111% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 63 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. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 38 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 590 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 48% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 46 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 202.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 144 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell 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 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 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Lck dps ---------- Dmg.mod +12% nature Acc +10 (+3 eff.) ----- def ----- Defense +14 (+4 eff.) Resists +3% lightning +20% temporal +15% nature Unseen.red 12% Pinning- +33% Knockbk- +29% ---------- misc Masteries +0.16 Steamtech/Automated butchery +0.16 Steamtech/Furnace Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Con +5 Mag dps ---------- Phys.crit +5.0% Dmg.mod +12% blight Res.pen +15% lightning Apr +2 ----- def ----- Resists +21% lightning Die.at -80.00 life Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +12% acid +6% darkness Res.pen +5% darkness ----- def ----- Resists +14% lightning +12% acid Stun/Frz- +20% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +34% arcane Res.pen +15% darkness +15% mind ----- def ----- Resists +18% acid +23% darkness +6% arcane Blind- +39% ---------- misc Infravis +8 Sight +2 See.Invis +15 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Str ----- def ----- Resists +10% nature +12% blight Poison- +22% Disease- +22% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +1.0% Apr +6 ----- def ----- Resists +2% physical +14% light +24% darkness Spell.save +12 (+5 eff.) Blind- +28% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.24 Steamtech/Chemistry +0.24 Technique/Combat training Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Wil +6 Mag dps ---------- Mind.pwr +15 (+6 eff.) S.pwr/crit +5 ----- def ----- Mind.save +11 (+4 eff.) Confus- +21% ---------- misc Mana/turn +0.60 Max.mana +60.00 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck +3 Cun dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Unseen.red 12% Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +9% cold Res.pen +25% cold ----- def ----- Resists +6% light +9% cold Max.HP +26.00 Disarm- +23% Pinning- +25% Knockbk- +28% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Mag +3 Con dps ---------- Res.pen +20% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +21% lightning +6% nature Max.HP +64.00 HP.reg +11.00 Heal.mod +14% ---------- misc See.Invis +12 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 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" |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.55 cold and 13.71 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +18% Acc +10 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Phys.save +9 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +9 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.0 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 31% for 5 turns. Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +6 Dex dps ---------- Melee+ 9 physical Ranged+ 8 physical Acc +7 (+2 eff.) On Hit (Melee): * 11% chance to reduce all saves and defense by 25 On Hit (Ranged): * 14% chance to reduce all saves and defense by 25 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +15 (+4 eff.) Apr +8 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Nature/Master Power 44.0 - 57.2 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +37 acid +37 nature While equipped: dps ---------- Res.pen +21% acid +17% nature Apr +11 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Psionic Power 39.5 - 51.4 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 63.5 - 101.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Con dps ---------- Phys.pwr +21 (+4 eff.) Res.pen +21% physical ----- def ----- Disarm- +49% Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Nature Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +8 Con +8 Wil ----- def ----- Max.HP +27.00 Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +5 Dex +6 Con dps ---------- Phys.crit +9.0% Crit.mult +16.00% Apr +7 Melee Ret 8 light ----- def ----- Armour +4 Defense +15 (+5 eff.) Resists +2% physical Die.at -60.00 life Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Arcane/Master Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +16 cold While equipped: dps ---------- Phys.crit +9.0% Crit.mult +18.00% Apr +11 Blunt and deadly. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +5 Dex dps ---------- Spell.crit +10% Mind.crit +4% Spell.pwr +15 (+8 eff.) Dmg.mod +54% arcane Acc +35 (+9 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +18% mind +4% physical Phys.save +9 (+3 eff.) ---------- misc Stam/turn +3.00 Max.vim +50.00 Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 80.08 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 25.0 - 37.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 Recurse +2 Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +11 (+3 eff.) Fatigue +13% ---------- misc Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
![]() 3.0 T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Power 50.0 - 75.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% 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... |
![]() 3.0 T5 steamsaw 1H weapon [Rare] Master/Steamtech Power 39.5 - 59.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 Melee+ +8 cold Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +33% cold +6% light +12% nature On Hit (Melee): * 20% chance to slow global speed by 51% * 22% chance to reduce armor by 27% ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +30% fire +12% light +6% nature ---------- 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! |
![]() 3.0 T5 steamsaw 1H weapon [Ego++] Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +92 On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: Stats +5 Dex dps ---------- Phys.crit +13.0% Phys.pwr +12 (+3 eff.) Phys.spd +10% Acc +16 (+4 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! |
![]() 3.0 T5 steamsaw 1H weapon [Ego++] Master/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +100 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +12 Str +12 Dex dps ---------- Phys.crit +9.0% Acc +9 (+3 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! |
![]() 3.0 T3 steamsaw 1H weapon [Ego+] Master/Psionic/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +12% mind Disarm- +13% ---------- 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 T4 steamsaw 1H weapon [Ego++] Psionic/Steamtech Power 31.0 - 46.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +0 Crit +4.0% Atk.spd 100% Block +68 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +16% physical Shield.near.proj +55 Proj.slow +28% ---------- 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 T5 waraxe 1H weapon [Ego] Arcane/Master Power 56.5 - 79.1 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +30 cold One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Nature Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +45 lightning +39 cold While equipped: dps ---------- Mov.spd +50% Res.pen +22% lightning +21% cold One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Defense +15 (+5 eff.) Resists +10% lightning +9% temporal +15% fire +6% acid +4% physical Crit.dmg- 15.00% Max.HP +20.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature While equipped: Stats +2 Wil +12 Con dps ---------- Mind.crit +1% Mind.pwr +16 (+6 eff.) Dmg.mod +15% fire Res.pen +5% fire Melee Ret 4 fire ----- def ----- Mind.save +39 (+13 eff.) HP.reg +3.60 Heal.mod +30% ---------- misc Psi/ret +0.12 Max.psi +30.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +12% light Spell.save +14 (+6 eff.) Silence- +20% Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) A belt that goes around your waist. |
![]() 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 +0% lightning Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Stun/Frz- +0% ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 41 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. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +25 (+5 eff.) Acc +15 (+4 eff.) Apr +5 ----- def ----- Armour +9 Defense +32 (+9 eff.) Resists +0% lightning +16% cold Phys.save +18 (+5 eff.) Die.at -80.00 life Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +18% light +14% fire Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +15% blight +0% cold +15% nature +0% lightning HP.reg +6.00 Heal.mod +17% Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +6% nature +21% lightning Melee Ret 6 lightning 4 nature ----- def ----- Armour +4 Defense +7 (+2 eff.) Fatigue +3% Silence- +64% Confus- +60% Stun/Frz- +62% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Apr +4 ----- def ----- Armour +3 ---------- misc Stam/turn +0.50 Max.stam +19.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +25% acid ----- def ----- Armour +4 Fatigue +3% Resists +8% fire +8% cold Phys.save +9 (+3 eff.) HP.reg +2.00 Stun/Frz- +10% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Mag +4 Wil +4 Con dps ---------- Spell.pwr +7 (+4 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +8% acid +3% darkness +12% blight Res.pen +15% darkness +8% physical Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +12 Fatigue +4% Resists +10% acid +6% darkness +11% fire +10% cold +10% lightning Disease- +41% Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 27 extra Defense for 1 turn. The Defense boost improves with your Strength. 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 [Rare] Arcane While equipped: dps ---------- Melee+ 10 temporal Ranged+ 13 temporal Dmg.mod +3% lightning +6% temporal Res.pen +5% lightning ----- def ----- Armour +8 Resists +3% mind +8% temporal +6% darkness +2% physical Die.at -20.00 life Heal.mod +15% Pinning- +20% Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 10% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +3 Fatigue +5% Resists +6% blight Die.at -80.00 life Max.HP +100.00 HP.reg +8.00 Poison- +20% ---------- misc Stam/turn +1.80 Max.stam +40.00 Unarmed combat: Power 30.0 - 42.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Nightmare 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor [Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +6 Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 91% Rushing Claws: Level 2.0 Pwr.cost 24 out of 24/24. Range 7 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. |
![]() 1.5 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil +3 Con dps ---------- Melee+ 3 acid 7 fire 5 cold 7 lightning ----- def ----- Armour +3 Fatigue +5% Phys.save +16 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+2 eff.) Disarm- +38% Unarmed combat: Power 29.0 - 40.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +8 ice +29 physical +22 fire +7 lightning +17 acid On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 10 nature Dmg.mod +6% nature ----- def ----- Armour +2 Resists +18% acid +5% arcane +7% nature +6% blight Crit.dmg- 15.00% Heal.mod +20% Pinning- +20% Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +10 nature On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +5 Resists +5% blight Spell.save +8 (+4 eff.) Mind.save +6 (+2 eff.) Max.HP +42.00 Unarmed combat: Power 22.0 - 24.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.3% crit chance (max 25%) Acc +5 Apr +13 Crit +3.0% Atk.spd 100% On Hit: 10% Battle Shout 3 On Hit: * 12% chance to slow global speed by 51% * 17% chance to reduce armor by 27% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor [Ego+] Nature/Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +5 (+2 eff.) Mind.save +6 (+2 eff.) HP.reg +2.10 Disarm- +28% ---------- misc Stam/turn +0.60 Psi/turn +0.11 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Perfect Control 3 On Hit: 10% Second Wind 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Melee+ 11 lightning Dmg.mod +9% lightning ----- def ----- Armour +3 Resists +6% lightning Phys.save +19 (+5 eff.) Spell.save +5 (+3 eff.) Mind.save +3 (+1 eff.) Disarm- +32% Unarmed combat: Power 26.0 - 28.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +19 physical On Crit.r2 +12 lightning On Hit: 10% Juggernaut 1 On Hit: 10% Lightning Breath 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% * 20% chance to reduce armor by 27% ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +7% temporal +15% cold ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +1 Str +3 Mag +5 Cun +6 Con dps ---------- Res.pen +5% lightning Acc +8 (+2 eff.) On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +9 (+3 eff.) Fatigue +5% Resists +9% lightning +16% cold ---------- misc Infravis +3 Breathe water A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +11 Fatigue +3% Resists +18% blight +11% fire +11% cold Mind.save +12 (+4 eff.) Disease- +20% Stun/Frz- +20% Teleport- +20% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Blind-Fight: No penalty when attacking invisible/stealthed A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +3% Resists +3% acid +44% cold +6% darkness ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Disrupt While equipped: dps ---------- Res.pen +20% acid ----- def ----- Armour +3 Fatigue +3% Resists +1% physical +15% darkness +16% blight +14% nature +6% mind HP.reg +4.00 Blind- +20% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +5 Mag dps ---------- Spell.crit +7% Crit.mult +25.00% Dmg.mod +20% lightning +15% fire +33% blight Res.pen +30% lightning ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning +15% fire Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Max.mana +132.29 A pointy cloth hat, very wizardly... |
![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+4 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+4 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Blind-Fight: No penalty when attacking invisible/stealthed On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
![]() 2.0 T3 head armor [Ego+] Master/Psionic While equipped: Stats +7 Con ----- def ----- Armour +3 Fatigue +3% Resists +13% mind Mind.save +15 (+5 eff.) Confus- +31% A hat made of leather. Very stylish. |
![]() 14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +28 Hardiness +0% Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Crit.dmg- 35.00% Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 37.64 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+5 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+6 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 25, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Melee Ret 10 cold ----- def ----- Armour +4 Hardiness +0% Defense +6 (+2 eff.) Fatigue +7% Resists +6% cold +5% arcane +6% nature HP.reg +3.30 Heal.mod +20% ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Master While equipped: Stats +9 Cun +9 Dex dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +18 Defense +27 (+8 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +9.0% Apr +17 ----- def ----- Armour +7 Defense +25 (+8 eff.) Fatigue +8% Resists +18% light +14% darkness ---------- misc Stam/turn +1.30 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 252 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 17.0 T4 massive armor [Rare] Nature While equipped: ----- def ----- Armour +34 Fatigue +22% Resists +10% acid +6% light +9% cold +5% arcane +6% darkness Phys.save +6 (+2 eff.) Blind- +20% Teleport- +20% ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Ego++] Nature/Disrupt While equipped: Stats +4 Wil ----- def ----- Armour +16 Fatigue +22% Resists +49% blight +29% darkness +20% nature D.Red.from +15% Unnatural ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +8 Mag dps ---------- Res.pen +33% acid +30% fire ----- def ----- Armour +30 Fatigue +8% Resists +12% acid +27% fire +23% cold Spell.save +12 (+5 eff.) Stun/Frz- +26% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo [Rare] Master Power 44.0 - 61.6 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 23 Ranged+ +20 mind On Hit: * 20% chance to reduce all saves and defense by 25 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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. |
![]() 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Mag dps ---------- Spell.crit +8% Dmg.mod +9% cold Res.pen +15% cold Melee Ret 4 cold ----- def ----- Armour +3 Defense +6 (+2 eff.) Resists +8% physical +6% darkness +26% fire ---------- misc Max.mana +56.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Ego+] Nature While equipped: Stats +3 Str ----- def ----- Resists +8% darkness Affinity +15% darkness ---------- misc Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 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? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: 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. |
![]() 1.0 T5 lite [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+3 eff.) Dmg.mod +9% lightning +9% cold Res.pen +10% cold +33% fire +15% all Apr +15 ----- def ----- Resists +14% blight +18% fire +15% darkness ---------- misc Light +12 Infravis +6 See.Invis +15 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 34 blight damage or heals 44 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +4 Dex dps ---------- Acc +10 (+3 eff.) Apr +6 ----- def ----- Resists +15% blight Max.HP +55.00 Disarm- +20% Pinning- +20% Stun/Frz- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Rare] Arcane While equipped: Stats +3 Dex dps ---------- Spell.crit +9% Spell.pwr +6 (+3 eff.) S.pwr/crit +11 Dmg.mod +21% acid +12% physical Res.pen +15% acid +20% nature ----- def ----- Armour +14 Resists +15% blight +15% darkness ---------- misc Max.vim +30.00 Light +5 Infravis +6 See.Invis +15 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 34 blight damage or heals 44 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+3 eff.) ----- def ----- Resists +5% blight +9% darkness ---------- misc Light +5 Infravis +3 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 41 blight damage or heals 53 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego++] Nature/Disrupt While equipped: Stats +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +18.00% Phys.pwr +9 (+2 eff.) ----- def ----- Resists +3% all Spell.save +15 (+6 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd -16% Phys.spd +12% Spell.spd +12% Mind.spd +12% Dmg.mod +10% all +15% temporal ----- def ----- Resists -12% all +15% temporal Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards entropy). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 2.0 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. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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. |
![]() 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. |
amazing fiery salve [power 22] amazing fiery salve [power 22]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 magical effects and grants a fiery aura (22% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 323] amazing healing salve [power 323]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 323 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing water salve [power 22] amazing water salve [power 22]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 mental effects and grants a water aura (22% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 17] powerful frost salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +25 (+7 eff.) ---------- misc Light +7 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 105 for 5 turns Puts all charms on 35 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 640 mind damage and silencing them for 4 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego+] Psionic 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 increase all damage by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 41 for 5 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 32 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Wil dps ---------- Res.pen +10% mind ----- def ----- Resists +12% temporal Mind.save +15 (+5 eff.) Pinning- +20% ---------- misc Equi/ret +0.08 Psi/ret +0.24 Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 755 Base Damage: 330 Armor: 30 All Resist: 30 Puts all charms on 25 cooldown 100% to increase all damage by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +30% darkness +9% cold Res.pen +25% fire +25% darkness +25% cold ----- def ----- Resists +9% cold Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1050 Base Damage: 421 Armor: 40 All Resist: 31 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +8 Str +4 Dex +4 Con dps ---------- Res.pen +25% arcane Melee Ret 4 lightning ----- def ----- Resists +9% lightning Harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to heal for 62. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 314 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +18 Resists +9% blight +17% temporal Phys.save +20 (+5 eff.) Silence- +20% Pinning- +22% Stun/Frz- +22% Teleport- +22% Create a shield absorbing up to 524 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +20% fire Melee Ret 4 lightning 4 fire 4 darkness ----- def ----- Resists +3% lightning +30% fire +12% darkness Create a radius 3 storm for 5 turns. Each turn, creatures within take 56 lightning damage and will be dazed for 1 turn (282 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. |
![]() 2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 47 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 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. |
Achievements
By Pyros Butcher the Kruk Yeti Sawbutcher level 4
11st Retaking 124th year of Ascendancy at 02:21 see stats
By Pyros Butcher the Kruk Yeti Sawbutcher level 13
29th Retaking 124th year of Ascendancy at 00:58 see stats
By Pyros Butcher the Kruk Yeti Sawbutcher level 42
4th Dearth 124th year of Ascendancy at 12:29 see stats
By Pyros Butcher the Kruk Yeti Sawbutcher level 50
6th Loss 124th year of Ascendancy at 23:14 see stats
By Pyros Butcher the Kruk Yeti Sawbutcher level 32
52nd Revenge 124th year of Ascendancy at 11:08 see stats
By Pyros Butcher the Kruk Yeti Sawbutcher level 30
45th Revenge 124th year of Ascendancy at 10:14 see stats
By Pyros Butcher the Kruk Yeti Sawbutcher level 10
21st Retaking 124th year of Ascendancy at 14:51 see stats
By Pyros Butcher the Kruk Yeti Sawbutcher level 20
6th Revenge 124th year of Ascendancy at 23:37 see stats
By Pyros Butcher the Kruk Yeti Sawbutcher level 30
44th Revenge 124th year of Ascendancy at 16:44 see stats
By Pyros Butcher the Kruk Yeti Sawbutcher level 40
50th Pain 124th year of Ascendancy at 07:19 see stats
By Pyros Butcher the Kruk Yeti Sawbutcher level 50
6th Loss 124th year of Ascendancy at 05:40 see stats
By Pyros Butcher the Kruk Yeti Sawbutcher level 50
33rd Loss 124th year of Ascendancy at 05:51 see stats
By Pyros Butcher the Kruk Yeti Sawbutcher level 37
25th Pain 124th year of Ascendancy at 10:46 see stats
By Pyros Butcher the Kruk Yeti Sawbutcher level 50
8th Loss 124th year of Ascendancy at 22:00 see stats
By Pyros Butcher the Kruk Yeti Sawbutcher level 20
7th Revenge 124th year of Ascendancy at 17:15 see stats
By Pyros Butcher the Kruk Yeti Sawbutcher level 21
8th Revenge 124th year of Ascendancy at 07:16 see stats
By Pyros Butcher the Kruk Yeti Sawbutcher level 40
51st Pain 124th year of Ascendancy at 05:23 see stats
By Pyros Butcher the Kruk Yeti Sawbutcher level 38
49th Pain 124th year of Ascendancy at 07:37 see stats
By Pyros Butcher the Kruk Yeti Sawbutcher level 17
37th Retaking 124th year of Ascendancy at 17:05 see stats
Log
Pyros Butcher's tinker attains critical power!
Curse of Death from Sher'Tul High Priest hits Pyros Butcher for (68 flat reduction), 52 darkness (52 total damage).
Burning from Pyros Butcher hits Oozing tentacle for 46 fire damage.
Bleeding from Pyros Butcher hits Oozing tentacle for 19 physical damage.
Lava floor hits Eyed tentacle for 35 fire damage.
Lava floor hits Shadow for 39 fire damage.
Lava floor hits Oozing tentacle for 38 fire damage.
Sher'Tul High Priest is less impervious to physical effects.
Amakthel's Eye uses Feed.
Amakthel's Hand enters a deep slumber.
Amakthel's Hand uses Acidbeam.
Amakthel's Hand's mind surges with critical power!
Sher'Tul High Priest receives 142 healing from Temporal Restoration Field.
Amakthel's Hand hits Pyros Butcher for (68 flat reduction), 292 acid (292 total damage).
Pyros Butcher the level 50 kruk yeti sawbutcher was melted to death by Amakthel's Hand on level 5 of The Slumbering Caves.
Pyros Butcher is free from the hex.
Pyros Butcher slows down.
Pyros Butcher deactivates Steam Powered Armour.
Pyros Butcher is no longer cursed.
Pyros Butcher seems more focused.
Pyros Butcher deactivates Furnace.
Pyros Butcher deactivates Mow Down.
Pyros Butcher deactivates Chant of Fortitude.
Pyros Butcher is less impervious to physical effects.
Pyros Butcher deactivates Grinding Shield.
Pyros Butcher deactivates Melting Point.
Pyros Butcher deactivates Overheat Saws.
Pyros Butcher deactivates Tempest of Metal.