











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. 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:
Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). 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:
Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Dwarf |
Class | Arcane Blade |
Level / Exp | 50 / 3116% |
Size | huge |
Lifes / Deaths | Killed by Gloreth the sandworm at level 20 on the 23rd Loss 122nd year of Ascendancy at 18:50 3 / 4Killed by multi-hued drake at level 28 on the 10th Iron 123rd year of Ascendancy at 07:48 Killed by Lady Beardo at level 49 on the 5th Dearth 123rd year of Ascendancy at 12:14 Killed by Lady Beardo at level 50 on the 4th Loss 123rd year of Ascendancy at 03:33 |
Primary Stats
Strength | 77 (base 11) |
Dexterity | 103 (base 60) |
Constitution | 58 (base 16) |
Magic | 137 (base 65) |
Willpower | 76 (base 20) |
Cunning | 127 (base 60) |
Resources
Life | 2107/2107 |
Mana | 681/681 |
Stamina | 372/372 |
Steam | 20/100 |
Healing Factor | 1.6101339505267 |
Regeneration | 48.706552003434 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +46.20512205326% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14.029851481508 |
Infravision | 5 |
See Stealth | 57.242677126183 |
See Invisible | 58.242677126183 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 186 |
Accuracy | 86 |
Crit Chance | 69% |
APR | 78 |
Speed | 1.00 |
Offense: Spell
Spellpower | 101 |
Crit Chance | 99% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Acid | +57% |
Arcane | +137% |
Cold | +137% |
All | +40% |
Lightning | +186% |
Light | +56% |
Temporal | +77% |
Physical | +87% |
Fire | +145% |
Mind | +54% |
Offense: Damage Penetration
Lightning | +75% |
Cold | +50% |
Darkness | +35% |
Blight | +60% |
Arcane | +70% |
Fire | +50% |
All | +20% |
Defense: Base
Armour (hardiness) | 71.079832649457 (58.820288914498%) |
Defense | 84 |
Ranged Defense | 91 |
Fatigue | 0 |
Physical Save | 67 |
Spell Save | 69 |
Mental Save | 87 |
Defense: Resistances
Acid | + 67%( 70%) |
Lightning | + 67%( 70%) |
Light | + 61%( 70%) |
Cold | + 70%( 70%) |
Blight | + 57%( 70%) |
Arcane | + 53%( 70%) |
Fire | + 65%( 70%) |
All | + 50%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Knockback Resistance | 25% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1008 damage for 6 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 4 turns and blocking 353 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 35 up to 7 times. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 885% 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 Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 189% efficiency and cooldown mod of 67%. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.40 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Chant of Fortitude |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Stone Skin |
talent | Feather Wind |
talent | Shock Hands |
talent | Defensive Posture |
talent | Shielding |
talent | Fiery Hands |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Bethyda the giant ice ant. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Nerunne the armoured skeleton warrior. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 931. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +8 Str +6 Cun +15 Con dps ---------- Dmg.mod +7% physical Res.pen +20% blight +10% lightning Melee Ret 2 arcane 10 blight ----- def ----- Armour +5 Fatigue +4% Resists +3% lightning +3% blight +10% fire +5% arcane +11% cold Phys.save +37 (+9 eff.) Mind.save +23 (+5 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +5 Con +14 Wil dps ---------- Phys.crit +5.0% Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Dmg.mod +14% mind +16% light Res.pen +20% arcane ----- def ----- Resists +11% blight +15% cold Mind.save +15 (+3 eff.) Max.HP +80.00 HP.reg +12.00 ---------- misc Max.psi +30.00 Light +9 See.Stealth +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +8 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +12 (+3 eff.) Blind- +50% A Helmet. But with steam power! |
Tool | ![]() 3.0 T5 digger tool [Rare] Arcane While equipped: Stats +3 Str +10 Mag +6 Wil dps ---------- Spell.crit +10% Dmg.mod +21% lightning Res.pen +15% lightning ----- def ----- Resists +18% cold ---------- misc Max.mana +45.00 Light +3 See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Cun +5 Mag dps ---------- Spell.pwr +13 (+3 eff.) Acc +10 (+2 eff.) Apr +11 ----- def ----- Armour +5 Defense +11 (+2 eff.) Resists +5% all Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 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 make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Wil dps ---------- Phys.pwr +16 (+3 eff.) Spell.pwr +20 (+4 eff.) Mind.pwr +28 (+7 eff.) Dmg.mod +17% acid +8% all Res.pen +20% blight ----- def ----- Resists +34% acid Crit.chn- 15.00% Mind.save +9 (+2 eff.) Max.HP +91.00 HP.reg +18.00 Heal.mod +19% ---------- misc Mana/s.crit +2.11 Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +6 Wil dps ---------- Phys.crit +6.0% Crit.mult +35.00% Phys.pwr +18 (+4 eff.) Dmg.mod +3% physical Acc +15 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Fatigue -10% Spell.save +13 (+3 eff.) Mind.save +12 (+3 eff.) Proj.slow +20% Die.at -40.00 life Max.HP +110.00 Heal.mod +10% Teleport- +10% ---------- misc Max.enc +58 Size +1 A belt that goes around your waist. |
In main hand | ![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Mana/turn +5.00 Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. On Spell Hit: 25% Lightning 5 Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 139/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 Disarm- +100% ---------- misc Talents +5 Iron Grip Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 147% Range: 1.4x Uses 40% Str, 40% Dex, 10% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.3 Pwr.cost 22 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Main armor | ![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+6 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Armour +10 Resists +15% all Crit.chn- 35.00% ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Dex +3 Wil +4 Con dps ---------- Crit.mult +10.00% Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 29% ----- def ----- Defense +22 (+4 eff.) Resists +30% lightning +22% light +20% fire Phys.save +10 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save +9 (+2 eff.) Stealth +10 Stun/Frz- +50% ---------- misc Stam/turn +0.70 Max.psi +40.00 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +8 Cun +8 Dex dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Mov.spd +15% Dmg.mod +20% lightning +10% all Res.pen +10% all Acc +10 (+2 eff.) ----- def ----- Ignore.dmg +8% Affinity +20% lightning Amulets make your neck look great! |
Inventory
![]() 2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 90%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 106 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 [Normal] 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 endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -487 life. The duration and life will increase by 1% for every 1% life you have lost (currently 487 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -835 life. The duration and life will increase by 1% for every 1% life you have lost (currently 835 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic 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 [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 2 physical, 4 darkness, 3 blight, 5 nature, 3 lightning 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 21 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 4 turns and blocking 187 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 693 damage for 9 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 991 damage for 6 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 480 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 35 up to 5 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 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 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 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 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane +30% blight ----- def ----- Resists +18% mind Confus- +44% ---------- misc Mana/turn +0.16 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +9 Cun dps ---------- Crit.mult +20.40% Melee+ 13 light 12 darkness Dmg.mod +12% mind +24% nature +13% light +13% darkness Res.pen +20% mind +25% nature On Melee Ret: * 8% chance to reduce damage dealt by 29% * 13% chance to blind Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 51 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +9 Dex +9 Cun +8 Con dps ---------- Mov.spd +10% Dmg.mod +18% mind +12% blight Res.pen +25% blight +26% temporal +25% mind Melee Ret 11 mind 8 temporal On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 40 ----- def ----- Fatigue -9% HP.reg +4.00 ---------- misc Stam/turn +1.30 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +9 Lck dps ---------- Acc +8 (+1 eff.) ----- def ----- Defense +13 (+3 eff.) Unseen.red 15% ---------- misc Masteries +0.34 Steamtech/Chemistry +0.34 Spell/Stone Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Dex +12 Mag +2 Wil +7 Cun +9 Con dps ---------- Spell.crit +4% Spell.pwr +6 (+1 eff.) Mind.pwr +10 (+2 eff.) Mov.spd +10% Dmg.mod +8% acid +8% lightning +8% fire +12% mind +8% cold Melee Ret 4 arcane ----- def ----- Fatigue -8% HP.reg +4.00 ---------- misc Stam/turn +1.30 Max.psi +40.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Wil +12 Mag dps ---------- Mind.crit +2% Crit.mult +15.00% Phys.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) S.pwr/crit +4 Phys.spd +10% Dmg.mod +9% physical Res.pen +20% mind ---------- misc Mana/turn +0.53 Max.mana +60.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +34% darkness +34% nature ----- def ----- Defense +41 (+8 eff.) Resists +24% cold +21% fire Die.at -108.81 life Blind- +60% Knockbk- +27% ---------- misc Light +3 Infravis +9 Sight +2 See.Invis +15 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% acid +7% fire +7% cold +7% lightning Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag dps ---------- Phys.pwr +9 (+2 eff.) S.pwr/crit +5 Phys.spd +10% Dmg.mod +8% physical ---------- misc Mana/turn +0.39 Max.mana +23.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: Stats +7 Str +8 Dex +7 Wil Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 22/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Spell.crit +1% Dmg.mod +21% lightning Res.pen +5% blight ----- def ----- Resists +42% lightning Mind.save +6 (+2 eff.) Die.at -60.00 life ---------- misc Max.mana +60.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +8 Str dps ---------- Crit.mult +10.00% Phys.pwr +10 (+2 eff.) Acc +20 (+4 eff.) ----- def ----- Armour +8 Die.at -40.00 life ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +2 Mag +5 Con dps ---------- Spell.crit +6% Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Spell.save +18 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.02 Max.mana +101.00 Max.stam +25.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +9 (+2 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +6% all ----- def ----- Max.HP +60.00 HP.reg +10.00 Heal.mod +10% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +4 Con dps ---------- Acc +10 (+2 eff.) Apr +12 ----- def ----- Defense +9 (+2 eff.) Spell.save +14 (+4 eff.) ---------- misc Max.stam +30.00 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 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 make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 215.20 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 28 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 616.07 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +10 Cun ----- def ----- Defense +20 (+4 eff.) Max.HP +100.00 HP.reg +17.00 Heal.mod +20% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+3 eff.) Mind.pwr +14 (+3 eff.) Dmg.mod +9% all Melee Ret 34 darkness ----- def ----- Heal.mod +50% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Rings make your fingers look great! |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 152% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Spell.crit +20% Crit.mult +18.00% Spell.pwr +35 (+6 eff.) Dmg.mod +42% lightning Res.pen +10% light Phasing +30% ----- def ----- Defense +25 (+5 eff.) Resists +9% nature +3% blight Shield.pwr +17% HP.reg +2.00 Heal.mod +29% ---------- misc Max.P.En +15.00 Max.N.En +15.00 Light +4 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +5% Crit.mult +36.00% Spell.pwr +43 (+8 eff.) Melee+ 35 fire Dmg.mod +9% acid +30% lightning Apr +4 ----- def ----- Armour +8 Hardiness +11% Phys.save +24 (+6 eff.) ---------- misc Mana/turn +0.54 See.Invis +17 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Ego+] Nature/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +8% Phys.pwr +15 (+3 eff.) Spell.pwr +25 (+5 eff.) Dmg.mod +30% darkness Acc +12 (+2 eff.) ----- def ----- Defense +13 (+3 eff.) ---------- misc 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 and deals 269.45 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 T5 staff 2H weapon [Ego+] Arcane Power 152% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +20 (+4 eff.) Dmg.mod +42% physical ----- def ----- Resists +21% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Nature/Master Power 158% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +30 lightning +41 cold While equipped: dps ---------- Mov.spd +53% Res.pen +24% lightning +21% cold Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Arcane/Master Power 152% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit.r1 +24 fire While equipped: Stats +13 Str dps ---------- Dmg.mod +19% physical Acc +21 (+4 eff.) Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego] Arcane/Master Power 169% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +39 Crit +8.0% Atk.spd 100% Phasing +27% While equipped: dps ---------- Acc +21 (+4 eff.) ----- def ----- Defense +21 (+4 eff.) Disarm- +66% Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Nature Power 169% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +101 fire While equipped: dps ---------- Mind.pwr +20 (+5 eff.) All.spd +15% Res.pen +20% mind +24% fire ----- def ----- Armour +6 Resists +9% lightning +27% nature Spell.save +12 (+3 eff.) HP.reg +5.44 ---------- misc Max.hate +8.00 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Nature Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +21 Con +21 Wil ----- def ----- Max.HP +84.00 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Master Power 171% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +20.0% Phys.pwr +21 (+4 eff.) Massive two-handed battleaxes. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Master Power 196% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +16 mind While equipped: dps ---------- Spell.crit +4% Spell.pwr +41 (+7 eff.) Mind.pwr +20 (+5 eff.) Res.pen +34% mind On Hit (Melee): * 27% chance to reduce armor by 50% ----- def ----- Resists +12% acid +20% temporal ---------- misc Hate/m.crit +6.80 Max.psi +40.00 Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Master Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +13 (+2 eff.) ----- def ----- Defense +13 (+3 eff.) Disarm- +42% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Psionic Power 160% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature/Disrupt Power 172% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +63 acid +41 nature While equipped: dps ---------- Res.pen +35% acid +35% nature Apr +20 ----- def ----- Resists +23% acid +24% lightning +21% cold +23% fire +12% all Spell.save +21 (+5 eff.) Massive two-handed swords. |
![]() 3.0 T5 trident 2H weapon [Ego+] Arcane/Master Power 166% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +42 cold While equipped: dps ---------- Res.pen +21% all Acc +34 (+6 eff.) Apr +21 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 longsword 1H weapon [Ego] Arcane Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +19 light Against +30% Undead On Crit: * Splash the target with acid dealing 251 damage over 5 turns and reducing armor and accuracy by 32 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Nature/Master Power 170% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +13 Str +13 Dex +13 Mag +12 Wil +12 Cun +13 Con Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Rare] Master Power 157% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +15% cold +9% fire Res.pen +15% physical +34% darkness +30% cold Acc +23 (+4 eff.) Apr +14 Melee Ret 12 fire On Hit (Melee): * 27 arcane resource burn ----- def ----- Resists +21% darkness +9% blight Spell.save +21 (+5 eff.) Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Master Power 158% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +15% physical Acc +25 (+5 eff.) Apr +15 Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane/Psionic Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 darkness Against +17% Living On Hit: 20% Curse of Defenselessness 5 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane/Nature Power 149% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 temporal On Crit.r2 +45 lightning +45 cold While equipped: dps ---------- Mov.spd +50% Res.pen +24% lightning +24% cold ----- def ----- Resists +18% temporal One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 147% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +15 (+3 eff.) One-handed war axes. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 148% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 251 damage over 5 turns and reducing armor and accuracy by 32 While equipped: dps ---------- Phys.crit +15.0% Crit.mult +32.00% Apr +15 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Rare] Arcane Power 146% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Phasing +40% Melee+ +20 blight +20 arcane On Hit: * 24% chance to reduce strength, dexterity, and constitution by 40 While equipped: Stats +4 Dex dps ---------- Phys.crit +7.0% Spell.crit +4% Spell.pwr +30 (+5 eff.) Dmg.mod +18% physical Melee Ret 12 darkness ----- def ----- Armour +8 Resists +6% physical Die.at -108.81 life Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +7 (+1 eff.) Melee+ 8 cold Dmg.mod +13% mind +11% cold Res.pen +7% cold ----- def ----- Armour +11 Resists +11% cold ---------- misc Psi/m.crit +3.00 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 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Resists +20% mind Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +20 (+4 eff.) ---------- misc Psi/turn +1.00 Equi/ret +2.50 Max.psi +48.00 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 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +17% Mind.pwr +10 (+2 eff.) Melee+ 18 cold Dmg.mod +20% cold Res.pen +20% cold ----- def ----- Armour +18 Resists +20% cold ---------- misc Hate/m.crit +6.00 Psi/m.crit +5.00 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 T5 steamsaw 1H weapon [Ego+] Nature/Disrupt/Steamtech Power 149% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 Uses 1.0 Steam While equipped: Stats +6 Con dps ---------- Melee+ 25 acid 24 nature On Hit (Melee): * 25 arcane resource burn On Melee Ret: * 14 arcane resource burn ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +20% acid +20% nature Max.HP +100.00 ---------- 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! |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Apr +8 Atk.spd 100% Range +10 Ranged+ +24 blight +20 physical On Crit.r2 +62 acid +27 physical +68 nature While equipped: dps ---------- Res.pen +38% acid +20% physical +27% nature Apr +30 ----- def ----- Armour +12 Die.at -100.00 life ---------- misc Reload +5 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +21 Con +14 Wil ----- def ----- Max.HP +108.00 ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 256 life over 5 turns Puts all charms on 17 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 steamgun 1H weapon Reqs Shoot [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +13 draining blight Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot [Ego+] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +14 fire Uses 2.0 Steam While equipped: dps ---------- Steampwr +11 (+3 eff.) Dmg.mod +17% fire +16% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon Reqs Shoot [Rare] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +872% Ranged+ +12 mind On Hit: * 27% chance to reduce damage dealt by 29% Uses 2.0 Steam While equipped: Stats +5 Dex dps ---------- Phys.crit +15.0% Phys.pwr +30 (+6 eff.) Res.pen +30% arcane +20% blight Acc +15 (+3 eff.) ----- def ----- Resists +24% darkness ---------- misc Reload +5 Max.mana +136.01 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon Reqs Shoot [Ego+] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +7 Str dps ---------- Phys.pwr +15 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon Reqs Shoot [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +15 Con +15 Wil ----- def ----- Max.HP +95.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 arrow ammo [Rare] Master Power 167% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +38 Apr +18 Crit +3.0% Capacity 22 Ranged+ +27 mind +27 cold +27 darkness On Hit.r1 +27 cold On Crit.r2 +27 darkness +20 mind On Hit: * 27% chance to reduce damage dealt by 29% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 shot ammo [Ego+] Master/Psionic Power 114% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 53 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 10 acid Melee Ret 17 acid ----- def ----- Armour +10 Fatigue +8% Resists +13% acid +13% fire +13% lightning +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 33 cold Melee Ret 15 ice ----- def ----- Armour +10 Fatigue +8% Resists +30% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+0 eff.) ----- def ----- Resists +8% blight +7% all Mind.save +18 (+4 eff.) Max.HP +52.00 HP.reg +2.40 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+3 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +26% lightning ----- def ----- Resists +39% lightning +20% darkness +18% mind +15% all Phys.save +20 (+5 eff.) Spell.save +19 (+5 eff.) Mind.save +37 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +25% lightning ----- def ----- Resists +37% lightning +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Ego+] Master While equipped: Stats +6 Str +6 Dex ----- def ----- Armour +4 Defense +11 (+2 eff.) Fatigue +7% Resists +19% acid Phys.save +11 (+3 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +9.0% Apr +17 ----- def ----- Armour +7 Defense +25 (+5 eff.) Fatigue +8% ---------- misc Stam/turn +1.30 Second Wind: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 149 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: dps ---------- Melee+ 10 fire Ranged+ 10 fire Dmg.mod +12% fire +6% temporal Res.pen +15% fire +15% temporal Melee Ret 10 arcane ----- def ----- Armour +23 Defense +20 (+4 eff.) Fatigue +8% Resists +30% lightning +39% fire +7% arcane +30% physical Max.HP +63.00 HP.reg +15.00 Heal.mod +20% A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Mind.save +13 (+3 eff.) Max.HP +26.00 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +17 Defense +4 (+1 eff.) Fatigue +5% Phys.save +13 (+3 eff.) Max.HP +86.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Wil +3 Mag dps ---------- Spell.crit +7% Crit.mult +27.20% Spell.pwr +20 (+4 eff.) Dmg.mod +15% acid +12% fire +27% arcane ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +30% lightning +15% fire +7% arcane +12% acid Spell.save +12 (+3 eff.) ---------- misc Max.mana +60.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +26% fire +20% light +20% darkness A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +10 Str ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +17% darkness +15% physical ---------- misc Light +2 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Arcane While equipped: Stats +10 Con ----- def ----- Armour +16 Fatigue +37% Resists +15% fire -20% light +15% darkness Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: Stats +6 Wil ----- def ----- Armour +16 Fatigue +22% Resists +30% blight +27% cold +30% darkness ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Arcane/Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 23 acid 22 fire Melee Ret 16 acid 16 fire ----- def ----- Armour +26 Defense +15 (+3 eff.) Fatigue +22% Resists +27% acid +30% fire Mind.save +23 (+5 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 22 acid 23 fire Melee Ret 16 acid 15 fire ----- def ----- Armour +16 Fatigue +22% Resists +30% acid +30% fire +23% temporal A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +8 Mag +11 Wil +5 Cun dps ---------- Spell.crit +3% Against +20% Summoned ----- def ----- D.Red.from +23% Summoned A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +3 Wil ----- def ----- Mind.save +8 (+2 eff.) Max.HP +60.00 ---------- misc Mana/turn +0.10 Max.mana +24.00 A belt that goes around your waist. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 48 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +7 Mag dps ---------- Mind.crit +5% Phys.pwr +12 (+3 eff.) Dmg.mod +15% darkness Res.pen +25% lightning Melee Ret 13 blight On Hit (Melee): * 26% chance to reduce damage dealt by 29% ----- def ----- Resists +15% lightning Spell.save +15 (+4 eff.) ---------- misc Hate/m.crit +4.00 Light +4 Size +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +9% mind Res.pen +15% nature Melee Ret 4 nature ----- def ----- Armour +5 Defense +11 (+2 eff.) Phys.save +16 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+3 eff.) ---------- misc Equi/ret +0.20 Psi/ret +0.08 Max.hate +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -5% Phys.save +11 (+3 eff.) Max.HP +73.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+2 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.0 Pwr.cost 24 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 348.90 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+2 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+5 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+4 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.0 Pwr.cost 43 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 T5 cloak armor [Ego+] Master While equipped: Stats +4 Str +3 Dex +3 Con ----- def ----- Defense +3 (+1 eff.) Spell.save +8 (+2 eff.) ---------- misc Stam/turn +1.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +26.00% Acc +15 (+3 eff.) Apr +15 ----- def ----- Defense +3 (+1 eff.) 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+] Arcane/Master While equipped: dps ---------- Dmg.mod +24% darkness Res.pen +17% darkness ----- def ----- Defense +3 (+1 eff.) Resists +25% darkness Spell.save +15 (+4 eff.) Mind.save +15 (+3 eff.) Stealth +25 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Dmg.mod +18% lightning +24% darkness Melee Ret 8 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 36 ----- def ----- Armour +3 Resists +21% lightning A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Dmg.mod +9% darkness +12% temporal Apr +12 ----- def ----- Armour +11 Defense +20 (+4 eff.) Fatigue -10% Resists +5% arcane Phys.save +12 (+3 eff.) Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +50 Disengage: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% light +6% cold Res.pen +20% cold ----- def ----- Armour +5 Resists +28% lightning +30% temporal +30% cold +6% blight ---------- misc Stam/turn +1.30 Max.stam +30.00 Light +4 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Apr +13 ----- def ----- Armour +5 ---------- misc Stam/turn +1.30 Max.stam +40.00 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Resists +15% lightning +13% temporal ---------- misc Stam/turn +1.30 Max.stam +40.00 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Silence- +50% Confus- +50% Stun/Frz- +50% ---------- misc Stam/turn +1.30 Max.stam +35.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Fatigue +3% Resists +8% fire +7% cold Rush: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+1 eff.) Dmg.mod +8% acid +7% blight Res.pen +25% cold +25% arcane +8% physical ----- def ----- Armour +4 Fatigue +3% Disease- +38% Silence- +38% Confus- +38% Stun/Frz- +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -6% Max.HP +54.00 ---------- misc Stam/turn +0.90 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Rare] Psionic While equipped: Stats +6 Cun +4 Con dps ---------- Dmg.mod +12% cold Res.pen +25% physical Acc +15 (+3 eff.) Apr +6 ----- def ----- Armour +3 Resists +3% physical +14% darkness +6% cold Phys.save +12 (+3 eff.) ---------- misc Stam/turn +3.00 Infravis +4 Unarmed combat: Power 131% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +14 Apr +5 Crit +18.0% Atk.spd 100% Melee+ +26 darkness On Crit: 10% Dominate 5 Track: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +6 Str +3 Dex +7 Cun dps ---------- Phys.crit +22.0% Spell.crit +20% Mind.crit +16% Crit.mult +15.00% Phys.pwr +30 (+6 eff.) Dmg.mod +6% mind Acc +13 (+2 eff.) ----- def ----- Armour +3 Resists +12% darkness ---------- misc Light +1 Infravis +4 See.Invis +9 Unarmed combat: Power 158% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +5 Crit +24.0% Atk.spd 100% Melee+ +23 darkness On Crit: 20% Cripple 5 On Crit: 10% Dominate 5 Track: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex dps ---------- Phys.pwr +9 (+2 eff.) Melee+ 12 lightning Dmg.mod +9% lightning Res.pen +15% physical ----- def ----- Armour +18 Defense +10 (+2 eff.) Resists +8% lightning Mind.save +9 (+2 eff.) Max.HP +47.00 Unarmed combat: Power 151% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +14 lightning On Hit: 10% Lightning Breath 5 On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane While equipped: Stats +3 Cun +7 Mag dps ---------- Melee+ 12 darkness Dmg.mod +7% arcane +3% darkness ----- def ----- Armour +3 Defense +15 (+3 eff.) Fatigue +5% Resists +6% cold +7% light +15% darkness Spell.save +3 (+1 eff.) Disarm- +20% ---------- misc Infravis +1 Unarmed combat: Power 136% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +12 arcane On Crit.r2 +44 darkness +12 arcane +29 light On Hit: 20% Moonlight Ray 5 On Hit: * 6% chance to reduce damage dealt by 29% Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 144.13 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 145% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +15% acid +15% lightning +15% cold +15% arcane +15% fire ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.crit +5% Mind.pwr +11 (+2 eff.) Dmg.mod +9% lightning +3% darkness Res.pen +15% lightning Melee Ret 4 darkness 8 lightning ----- def ----- Defense +3 (+1 eff.) Resists +15% fire +6% darkness +13% cold ---------- misc Psi/turn +0.34 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +10 Mag +10 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +18% arcane +18% mind ----- def ----- Defense +3 (+1 eff.) Resists +20% mind Phys.save +15 (+4 eff.) Mind.save +17 (+4 eff.) ---------- misc Max.psi +21.00 Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. 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 (+2 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Apr +6 ----- def ----- Armour +14 Defense +7 (+1 eff.) Fatigue +5% Resists +7% all Phys.save +12 (+3 eff.) A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +11% fire +11% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +15 Con dps ---------- Phys.crit +6.0% Mind.pwr +40 (+10 eff.) Dmg.mod +15% acid Res.pen +25% fire ----- def ----- Armour +10 Defense +25 (+5 eff.) Fatigue +5% Resists +18% acid ---------- misc Psi/ret +0.24 Hate/m.crit +6.00 Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +9 Str +9 Dex ----- def ----- Armour +5 Fatigue +5% Resists +15% nature Spell.save +7 (+2 eff.) Max.HP +102.00 Heal.mod +20% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 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 678.8 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +9 Str +9 Dex +7 Cun +7 Con ----- def ----- Armour +5 Fatigue +5% Resists +25% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +3% nature +6% blight HP.reg +2.00 Knockbk- +10% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Ego++] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Defense +9 (+2 eff.) Resists +7% blight Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +13 (+3 eff.) HP.reg +5.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +1 Mag dps ---------- Spell.crit +6% Crit.mult +15.00% Spell.pwr +6 (+1 eff.) Dmg.mod +21% light +3% arcane Res.pen +10% light ----- def ----- Defense +15 (+3 eff.) Resists +15% blight +28% darkness +12% lightning Affinity +5% light Phys.save +35 (+9 eff.) Spell.save +22 (+6 eff.) Mind.save +20 (+4 eff.) Heal.mod +18% ---------- misc Light +8 Infravis +6 See.Invis +14 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 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 40 blight damage or heals 43 life. Creatures standing in the retch also have 17% 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 [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Phys.crit +6.0% Crit.mult +19.00% Phys.pwr +10 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +18 (+5 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Vim/s.crit +2.37 Max.mana +100.00 Light +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego+] Psionic While equipped: dps ---------- Mind.crit +7% Mind.pwr +12 (+3 eff.) ----- def ----- Mind.save +10 (+2 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +6% Mind.crit +8% Spell.pwr +5 (+1 eff.) Mind.pwr +7 (+1 eff.) ----- def ----- Resists +9% blight +7% darkness Mind.save +8 (+2 eff.) ---------- misc Light +5 Infravis +4 See.Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 1.0 Pwr.cost 26 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 37 life. Creatures standing in the retch also have 9% 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. |
![]() 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 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +20% nature +20% cold Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +4.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
amazing frost salve [power 42] amazing frost salve [power 42]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 189% efficiency and 67% cooldown modifier. Remove 3 physical effects and grants a frost aura (42% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 606] amazing healing salve [power 606]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 189% efficiency and 67% cooldown modifier. Heal 606 Puts Talent Medical Injector on 13 cooldown Medical salve. |
amazing pain suppressor salve [power 530] amazing pain suppressor salve [power 530]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 189% efficiency and 67% cooldown modifier. Let you fight up to -530 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
amazing water salve [power 42] amazing water salve [power 42]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 189% efficiency and 67% cooldown modifier. Remove 3 mental effects and grants a water aura (42% blight, mind and acid affinity). Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Res.pen +5% fire ----- def ----- Resists +3% fire +6% light +6% nature Phys.save +6 (+2 eff.) Spell.save +12 (+3 eff.) Mind.save +5 (+1 eff.) Max.HP +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex dps ---------- Res.pen +5% fire ----- def ----- Crit.chn- 10.00% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +24% lightning +3% light Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 36 ----- def ----- Armour +3 Defense +5 (+1 eff.) Resists +3% lightning +7% physical +6% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +9 Str +11 Dex dps ---------- Res.pen +25% arcane Apr +10 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Light +3 See.Invis +9 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.2 Pwr.cost 26 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 183.21 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.6 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 665.82 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% arcane ----- def ----- Armour +6 Phys.save +3 (+1 eff.) Cut- +10% Blast the opponent's mind dealing 154 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Cun +4 Con dps ---------- Res.pen +10% mind ---------- misc Light +3 Infravis +1 Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 17 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 741 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 17 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Lady Beardo the Dwarf Arcane Blade level 38
45th Stralite 123rd year of Ascendancy at 18:02 see stats
By Lady Beardo the Dwarf Arcane Blade level 50
15th Shortage 123rd year of Ascendancy at 21:59 see stats
By Lady Beardo the Dwarf Arcane Blade level 38
44th Stralite 123rd year of Ascendancy at 03:45 see stats
By Lady Beardo the Dwarf Arcane Blade level 43
1st Acquisition 123rd year of Ascendancy at 15:53 see stats
By Lady Beardo the Dwarf Arcane Blade level 50
13rd Dearth 123rd year of Ascendancy at 14:40 see stats
By Lady Beardo the Dwarf Arcane Blade level 41
30th Voratun 123rd year of Ascendancy at 06:13 see stats
By Lady Beardo the Dwarf Arcane Blade level 37
42nd Stralite 123rd year of Ascendancy at 19:58 see stats
By Lady Beardo the Dwarf Arcane Blade level 33
19th Gold 123rd year of Ascendancy at 13:57 see stats
By Lady Beardo the Dwarf Arcane Blade level 40
5th Voratun 123rd year of Ascendancy at 14:08 see stats
By Lady Beardo the Dwarf Arcane Blade level 34
37th Stralite 123rd year of Ascendancy at 01:30 see stats
By Lady Beardo the Dwarf Arcane Blade level 50
11st Shortage 123rd year of Ascendancy at 13:12 see stats
By Lady Beardo the Dwarf Arcane Blade level 50
12nd Steel 124th year of Ascendancy at 12:21 see stats
By Lady Beardo the Dwarf Arcane Blade level 23
7th Shortage 122nd year of Ascendancy at 12:39 see stats
By Lady Beardo the Dwarf Arcane Blade level 50
28th Shortage 123rd year of Ascendancy at 15:47 see stats
By Lady Beardo the Dwarf Arcane Blade level 50
20th Iron 124th year of Ascendancy at 20:41 see stats
By Lady Beardo the Dwarf Arcane Blade level 50
27th Loss 123rd year of Ascendancy at 08:55 see stats
By Lady Beardo the Dwarf Arcane Blade level 31
26th Steel 123rd year of Ascendancy at 13:58 see stats
By Lady Beardo the Dwarf Arcane Blade level 10
4th Profit 122nd year of Ascendancy at 00:54 see stats
By Lady Beardo the Dwarf Arcane Blade level 20
22nd Loss 122nd year of Ascendancy at 12:12 see stats
By Lady Beardo the Dwarf Arcane Blade level 30
11st Iron 123rd year of Ascendancy at 22:57 see stats
By Lady Beardo the Dwarf Arcane Blade level 40
4th Voratun 123rd year of Ascendancy at 08:25 see stats
By Lady Beardo the Dwarf Arcane Blade level 50
5th Dearth 123rd year of Ascendancy at 14:36 see stats
By Lady Beardo the Dwarf Arcane Blade level 50
20th Iron 124th year of Ascendancy at 02:20 see stats
By Lady Beardo the Dwarf Arcane Blade level 50
29th Shortage 123rd year of Ascendancy at 16:46 see stats
By Lady Beardo the Dwarf Arcane Blade level 50
13rd Shortage 123rd year of Ascendancy at 02:47 see stats
By Lady Beardo the Dwarf Arcane Blade level 31
25th Iron 123rd year of Ascendancy at 03:27 see stats
By Lady Beardo the Dwarf Arcane Blade level 31
2nd Gold 123rd year of Ascendancy at 10:06 see stats
By Lady Beardo the Dwarf Arcane Blade level 17
12nd Loss 122nd year of Ascendancy at 00:51 see stats
By Lady Beardo the Dwarf Arcane Blade level 41
27th Voratun 123rd year of Ascendancy at 06:40 see stats
By Lady Beardo the Dwarf Arcane Blade level 5
19th Voratun 122nd year of Ascendancy at 10:11 see stats
By Lady Beardo the Dwarf Arcane Blade level 50
12nd Steel 124th year of Ascendancy at 12:20 see stats
By Lady Beardo the Dwarf Arcane Blade level 20
23rd Loss 122nd year of Ascendancy at 18:50 see stats
By Lady Beardo the Dwarf Arcane Blade level 8
1st Profit 122nd year of Ascendancy at 13:01 see stats
By Lady Beardo the Dwarf Arcane Blade level 36
39th Stralite 123rd year of Ascendancy at 19:22 see stats
By Lady Beardo the Dwarf Arcane Blade level 11
8th Profit 122nd year of Ascendancy at 11:22 see stats
By Lady Beardo the Dwarf Arcane Blade level 45
23rd Profit 123rd year of Ascendancy at 07:44 see stats
By Lady Beardo the Dwarf Arcane Blade level 22
30th Loss 122nd year of Ascendancy at 23:07 see stats
By Lady Beardo the Dwarf Arcane Blade level 16
8th Loss 122nd year of Ascendancy at 02:49 see stats
By Lady Beardo the Dwarf Arcane Blade level 37
43rd Stralite 123rd year of Ascendancy at 08:51 see stats
Log
Lady Beardo picks up ( .): wrathful living mindstar of frost (113% power, 40 apr, nature damage).
You pickup 0.75 gold pieces.
You pickup 2.85 gold pieces.
You pickup 0.70 gold pieces.
You pickup 0.65 gold pieces.
You pickup 1.00 gold pieces.
You pickup 0.90 gold pieces.
You pickup 0.70 gold pieces.
You pickup 2.90 gold pieces.
Lady Beardo picks up (d.): heroism infusion (die at -487; dur 7; cd 34).
You pickup 2.15 gold pieces.
You pickup 0.55 gold pieces.
You pickup 0.95 gold pieces.
You pickup 0.95 gold pieces.
Lady Beardo picks up ( .): shadow elven-silk cloak of protection (3 def, 0 armour).
Lady Beardo picks up ( .): defender's drakeskin leather cap of trickery (7 def, 14 armour).
Ran for 8 turns (stop reason: interesting terrain).
Lady Beardo picks up ( .): moonstone.
Lady Beardo picks up ( .): caustic voratun greatsword of dampening (171% power, 4 apr).
Ran for 5 turns (stop reason: interesting terrain).
Ran for 8 turns (stop reason: interesting terrain).
There is no portal to activate here.
Galen's Flowing Robe activates and resets Lady Beardo's Arcane Shield cooldown!
The furious lightning storm around Lady Beardo calms down and disappears.