


















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Female |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 44 / 72% |
Size | big |
Lifes / Deaths | Killed by steam giant gunner at level 5 on the 19th Retaking 124th year of Ascendancy at 04:27 1 / 6Killed by steam giant gunner at level 5 on the 19th Retaking 124th year of Ascendancy at 04:34 Killed by High Guard Talosis at level 7 on the 21st Retaking 124th year of Ascendancy at 18:59 Killed by anorithil at level 13 on the 45th Retaking 124th year of Ascendancy at 10:43 Killed by Ilmanl the human at level 17 on the 22nd Revenge 124th year of Ascendancy at 04:58 Killed by steam defence turret at level 44 on the 19th Loss 124th year of Ascendancy at 21:02 |
Primary Stats
Strength | 97 (base 60) |
Dexterity | 40 (base 12) |
Constitution | 72 (base 46) |
Magic | 9 (base 10) |
Willpower | 18 (base 10) |
Cunning | 79 (base 60) |
Resources
Life | 1421/1421 |
Steam | 112/112 |
Healing Factor | 1.5367148867056 |
Regeneration | 19.35872773672 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Offense: Mainhand
Damage | 149 |
Accuracy | 74 |
Crit Chance | 48% |
APR | 37 |
Speed | 1.00 |
Offense: Offhand
Damage | 74 |
Accuracy | 74 |
Crit Chance | 44% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Light | +10% |
Physical | +19% |
Arcane | +18% |
Fire | +32% |
All | 0% |
Offense: Damage Penetration
Acid | +24% |
Physical | +59% |
Arcane | +29% |
Fire | +44% |
All | +19% |
Defense: Base
Armour (hardiness) | 67 (30%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 45 |
Physical Save | 60 |
Spell Save | 9 |
Mental Save | 26 |
Defense: Resistances
Acid | + 50%( 70%) |
Physical | + 46%( 70%) |
Cold | + 59%( 70%) |
All | + 30%( 70%) |
Darkness | + 38%( 70%) |
Light | + 43%( 70%) |
Temporal | + 38%( 70%) |
Lightning | + 37%( 70%) |
Fire | + 47%( 70%) |
Nature | + 44%( 70%) |
Defense: Immunities
Pinning Resistance | 70% |
Disarm Resistance | 80% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 65 steam. Its effects scale with your Constitution 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 159% efficiency and cooldown mod of 55%. Its effects scale with your Dexterity 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 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Overheat Saws |
talent | Melting Point |
talent | Grinding Shield |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+3 eff.) Fatigue +8% Pinning Resist +50% other ------- Talents +1 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
Light source | ![]() 1.0 Encumbrance T5 lite [Rare] Nature While equipped: Stats +7 Wil offense ------ Physical Crit +6.0% Critical power +16.00% Physical Power +9 (+2 eff.) Damage +18% arcane Ignore resists +10% arcane On-Hit (Melee): * 20% chance to reduce armor by 14% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% acid +12% temporal other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con offense ------ Accuracy +25 (+6 eff.) defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% other ------- Light +7 A Helmet. But with steam power! |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 physical Damage +9% acid +4% physical Ignore resists +5% acid When Hit 2 acid 6 light defense ------ Armor +9 Fatigue +3% Resistance +3% light +12% acid Disarm Resist +80% other ------- Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 179 for 5 turns Puts all charms on 31 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +12 Cun +7 Dex offense ------ On-Hit 17 physical On-Ranged-Hit 21 physical Accuracy +9 (+3 eff.) On-Hit (Melee): * 14% chance to reduce all saves and defense by 22 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 22 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +6 Dex offense ------ Accuracy +7 (+2 eff.) defense ------ Life +55.00 Life Regen +9.00 Healmod +10% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+2 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
In main hand | ![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Weapon Damage 41.5 - 62.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +21.0% Attack Speed 100% Block +102 Uses 1.0 Steam While equipped: offense ------ Ignore resists +15% physical Accuracy +15 (+4 eff.) Ignore Armor +9 defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +8% acid +13% fire +11% lightning +12% cold other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Dex offense ------ Physical Power +20 (+5 eff.) Damage +3% physical defense ------ Armor +9 Defense +19 (+6 eff.) Resistance +16% light +12% darkness Physical save +18 (+4 eff.) A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Weapon Damage 41.5 - 62.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +17.0% Attack Speed 100% Block +96 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Ignore resists +12% all Accuracy +23 (+6 eff.) Ignore Armor +8 defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% other ------- Wards +5 lightning +5 temporal +5 darkness +6 fire +6 nature +4 blight +6 cold +5 arcane +8 light Talents +1 Ward +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: defense ------ Armor +10 Defense +20 (+7 eff.) Resistance +15% physical +20% nature +20% cold Physical save +40 (+10 eff.) other ------- Masteries +0.20 Steamtech/Avoidance Cloaking Device: Effective talent level: 1.2 Power cost 60 out of 60/60. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 66 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 115.54 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil defense ------ Resistance +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 80 power out of 100/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +5 Con defense ------ Physical save +10 (+2 eff.) Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 58.5 - 87.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +14 mind +8 nature On-crit, radius 2 +12 nature On Hit: * 33% chance to reduce all saves and defense by 22 * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +6 Cun +6 Wil offense ------ Accuracy +13 (+4 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +14 (+5 eff.) Resistance +6% nature Disarm Resist +57% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane Weapon Damage 36.5 - 47.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +6 blight +12 light Damage Against +13% Undead On Hit: 20% Epidemic 5 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 5 While equipped: defense ------ Disease Resist +22% Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane Weapon Damage 39.0 - 50.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +18 blight +5 temporal On Hit: 20% Epidemic 5 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 While equipped: defense ------ Resistance +11% temporal Disease Resist +28% Sharp, short and deadly. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Ego++] Nature/Master Weapon Damage 66.0 - 99.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +49 fire On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +14.0% Physical Power +16 (+4 eff.) Global Speed +3% Ignore resists +34% fire Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Ego+] Nature/Master Weapon Damage 89.0 - 133.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +23 lightning +19 cold While equipped: offense ------ Move Speed +59% Ignore resists +13% lightning +19% cold Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Ego++] Disrupt/Master Weapon Damage 64.5 - 96.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% Damage Against +21% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Ignore resists +21% physical Accuracy +19 (+5 eff.) Ignore Armor +13 Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Ego+] Master Weapon Damage 68.5 - 102.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +9.0% Critical power +30.00% Ignore Armor +14 Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Ego++] Master Weapon Damage 67.0 - 100.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Con offense ------ Physical Crit +13.0% Physical Power +29 (+7 eff.) Ignore resists +12% physical defense ------ Disarm Resist +28% Massive two-handed mauls. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego] Disrupt/Psionic Weapon Damage 44.5 - 62.3 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +11 darkness Damage Against +12% Living +9% Unnatural While equipped: Stats +4 Wil Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 41.5 - 58.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 light Damage Against +17% Undead While equipped: offense ------ Ignore resists +8% physical Accuracy +6 (+2 eff.) Ignore Armor +13 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 43.0 - 60.2 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +13.0% Blunt and deadly. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Mag +4 Cun +7 Con offense ------ Spell Crit +5% Critical power +19.00% Spellpower +15 (+13 eff.) Damage +30% fire Ignore resists +15% fire other ------- Negative/turn +0.20 Vim-on-crit +5.00 Max vim +32.00 Max negative +26.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Mag +5 Cun +7 Con offense ------ Spell Crit +5% Critical power +25.00% Spellpower +15 (+13 eff.) Damage +30% blight defense ------ Armor +12 Defense +10 (+3 eff.) other ------- Negative/turn +0.20 Vim-on-crit +7.00 Max vim +35.00 Max negative +46.00 Wards +3 blight Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +15 (+13 eff.) Damage +30% fire other ------- Talents +1 Command Staff On Spell Hit: 10% Ice Shards 4 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +5% Spellpower +21 (+16 eff.) Damage +30% darkness defense ------ Life Regen +1.20 Healmod +22% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Psionic/Steamtech Weapon Damage 36.0 - 54.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +14.0% Attack Speed 100% Block +50 Lifesteal +5% On-hit +10% gloom effects Uses 1.0 Steam While equipped: defense ------ Armor +8 Defense +12 (+4 eff.) Fatigue +10% other ------- Talents +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 28.2 - 42.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +9.0% Attack Speed 102% Block +50 Lifesteal +0% On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +8 (+3 eff.) Fatigue +9% other ------- Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Ego+] Master/Psionic/Steamtech Weapon Damage 32.0 - 48.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +68 On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Armor +5 Defense +16 (+5 eff.) Fatigue +10% Disarm Resist +32% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Ego+] Master/Psionic/Steamtech Weapon Damage 13.5 - 20.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +20 Uses 1.0 Steam While equipped: Stats +3 Str offense ------ Damage +7% physical Accuracy +10 (+3 eff.) On-Hit (Melee): * 8% chance to reduce all saves and defense by 22 When Hit: * 12% chance to reduce all saves and defense by 22 defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Weapon Damage 26.5 - 39.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +40 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 fire When Hit 6 fire defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Ego+] Disrupt/Master/Steamtech Weapon Damage 34.0 - 51.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +67 Uses 1.0 Steam While equipped: Stats +4 Con offense ------ On-Hit 12 acid 5 nature On-Hit (Melee): * 13 arcane resource burn When Hit: * 10 arcane resource burn defense ------ Armor +5 Defense +8 (+3 eff.) Fatigue +10% Resistance +11% acid +16% fire +7% nature other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Nature/Psionic Weapon Damage 39.5 - 55.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +55 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Global Speed +5% Ignore resists +10% fire One-handed war axes. |
![]() 2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+3 eff.) Resistance +0% nature +15% cold Physical save +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: Stats +4 Str +7 Mag +6 Wil offense ------ Damage +23% lightning +19% physical +18% cold defense ------ Resistance +6% lightning +10% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (99 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (168 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +7 Defense +5 (+2 eff.) Resistance +8% acid +8% fire +8% lightning +9% cold other ------- Stamina/turn +3.00 Max stamina +20.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +2 Wil defense ------ Armor +1 Defense +3 (+1 eff.) Physical save +6 (+1 eff.) Spell save +5 (+5 eff.) Mind save +6 (+3 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 23 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +3 Wil defense ------ Armor +5 Fatigue -6% Physical save +11 (+3 eff.) other ------- Encumbrance +31 Blink to a nearby random location (rad 11) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-3 eff.) Spellpower -10 (-9 eff.) Mindpower -10 (-5 eff.) defense ------ Defense -10 (-3 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Wil defense ------ Armor +3 Fatigue +3% Resistance +20% blight +12% fire +9% nature +3% acid Mind save +8 (+4 eff.) Unlife -20.00 life Life +40.00 A hat made of leather. Very stylish. |
![]() 3.0 Encumbrance T2 head armor Reqs - Heavy armour training Mag 12 [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +10% darkness other ------- Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
![]() 2.0 Encumbrance T1 head armor [Unique] Steamtech While equipped: offense ------ Mind Crit +9% Mindpower +9 (+4 eff.) defense ------ Armor +3 Fatigue +3% Mind save +10 (+5 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
![]() 2.0 Encumbrance T5 head armor [Ego] Nature While equipped: defense ------ Armor +5 Fatigue +5% Resistance +8% lightning +11% temporal +20% cold other ------- Breathe water A hat made of leather. Very stylish. |
![]() 14.0 Encumbrance T5 heavy armor [Random Unique] Nature/Master While equipped: offense ------ Damage +15% arcane Ignore resists +10% arcane +15% cold defense ------ Armor +17 Defense +5 (+2 eff.) Fatigue +7% Resistance +5% arcane +23% cold Physical save +13 (+3 eff.) Life Regen +6.50 other ------- Stamina/turn +1.30 A suit of armour made of mail. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Nature/Disrupt While equipped: defense ------ Armor +8 Defense +20 (+7 eff.) Fatigue +8% Resistance +18% nature +15% blight Life +34.00 Life Regen +5.00 Healmod +16% A suit of armour made of leather. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego+] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil defense ------ Armor +10 Fatigue +8% Resistance +16% fire +13% physical Windwall +55 Slow Projectiles +28% other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance 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 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+8 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+8 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Ego+] Disrupt While equipped: defense ------ Resistance +3% all Spell save +7 (+7 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +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 Damage +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 Encumbrance T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Physical Power +12 (+3 eff.) Spellpower +12 (+11 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Physical Power +12 (+3 eff.) Spellpower +12 (+11 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
![]() 0.0 Encumbrance 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 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful healing salve [power 377] powerful healing salve [power 377]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 159% efficiency and 55% cooldown modifier. Heal 377 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 28] powerful water salve [power 28]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 159% efficiency and 55% cooldown modifier. Remove 2 mental effects and grants a water aura (28% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 Encumbrance T5 shot ammo [Unique] Arcane/Steamtech Weapon Damage 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
![]() 3.0 Encumbrance T3 shot ammo [Ego] Nature Weapon Damage 29.0 - 34.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +12 lightning On-crit, radius 2 +5 lightning Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +2 Con offense ------ Physical Crit +8.0% Critical power +10.00% defense ------ Armor +6 Defense +30 (+10 eff.) Unlife -80.00 life Blast the opponent's mind dealing 250 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 320 mind damage and silencing them for 4 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance 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 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+10 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+10 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kos the Orc Sawbutcher level 43
19th Loss 124th year of Ascendancy at 10:22 see stats
By Kos the Orc Sawbutcher level 13
52nd Retaking 124th year of Ascendancy at 01:25 see stats
By Kos the Orc Sawbutcher level 43
49th Dearth 124th year of Ascendancy at 07:40 see stats
By Kos the Orc Sawbutcher level 29
10th Pain 124th year of Ascendancy at 14:25 see stats
By Kos the Orc Sawbutcher level 10
24th Retaking 124th year of Ascendancy at 21:44 see stats
By Kos the Orc Sawbutcher level 20
35th Revenge 124th year of Ascendancy at 07:20 see stats
By Kos the Orc Sawbutcher level 30
11st Pain 124th year of Ascendancy at 04:23 see stats
By Kos the Orc Sawbutcher level 40
40th Dearth 124th year of Ascendancy at 21:46 see stats
By Kos the Orc Sawbutcher level 27
50th Revenge 124th year of Ascendancy at 22:32 see stats
By Kos the Orc Sawbutcher level 36
31st Pain 124th year of Ascendancy at 00:56 see stats
By Kos the Orc Sawbutcher level 39
40th Dearth 124th year of Ascendancy at 21:46 see stats
By Kos the Orc Sawbutcher level 30
12nd Pain 124th year of Ascendancy at 10:43 see stats
By Kos the Orc Sawbutcher level 32
21st Pain 124th year of Ascendancy at 05:16 see stats
By Kos the Orc Sawbutcher level 19
34th Revenge 124th year of Ascendancy at 11:30 see stats
Log
Burning from Kos performs a melee critical strike against Animated bloodlich's dragonbone vilestaff of breaching!
Animated bloodlich's dragonbone vilestaff of breaching starts to bleed.
Animated bloodlich's dragonbone vilestaff of breaching is on fire!
Kos roars triumphantly.
Tempest of Metal performs a melee critical strike against Animated bloodlich's dragonbone vilestaff of breaching!
Burning from Kos performs a melee critical strike against Animated bloodlich's dragonbone vilestaff of breaching!
Burning from Kos hits Animated bloodlich's dragonbone vilestaff of breaching for 340 physical, 71 fire, 27 physical, 174 physical (611 total damage).
Tempest of Metal hits Moving stormbringer's voratun greatmaul of massacre for 80 physical damage.
Tempest of Metal hits Animated bloodlich's dragonbone vilestaff of breaching for 114 physical, 71 fire, (27 ignored), 0 physical, 33 physical, 71 fire, 27 physical (314 total damage).
Tempest of Metal killed Animated bloodlich's dragonbone vilestaff of breaching!
Tempest of Metal killed Moving stormbringer's voratun greatmaul of massacre!
Kos picks up (A.): bloodlich's dragonbone vilestaff of breaching (30-36 power, 6 apr, fire element).
Kos picks up (v.): stormbringer's voratun greatmaul of massacre (89-134 power, 4 apr).
Kos is no longer inspired.
Kos has regained its confidence.
Resting starts...
Talent Saw Wheels is ready to use.
Kos speeds up.
Talent Explosive Steam Engine is ready to use.
Rested for 6 turns (stop reason: all resources and life at maximum).
Kos picks up (Y.): cleansing drakeskin leather armour of Eyal (20 def, 8 armour).
Kos picks up (B.): arcing voratun mace of crippling (43-60 power, 6 apr).
Kos picks up (v.): blazebringer's voratun greatmaul of evisceration (66-99 power, 4 apr).
Kos picks up (1.): windwalling voratun shield of fire resistance (+16%) (0 def, 10 armour, 208.5 block).
Ran for 2 turns (stop reason: at door).