








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.3Official 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! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Embers of Rage 1.7.3Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.3Donators/Buyers bonus! Forbidden Cults 1.7.3Official 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 | Nightmare Adventure |
Sex | Female |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 1891% |
Size | medium |
Lifes / Deaths | Killed by Kruknec at level 25 on the 51st Retaking 124th year of Ascendancy at 05:33 6 / 2Killed by Nektosh the One-Horned at level 29 on the 9th Revenge 124th year of Ascendancy at 04:45 |
Primary Stats
Strength | 25 (base 10) |
Dexterity | 21 (base 10) |
Constitution | 68 (base 39) |
Magic | 140 (base 60) |
Willpower | 109 (base 50) |
Cunning | 102 (base 60) |
Resources
Mana | 773/773 |
Vim | 370/370 |
Life | 1246/1246 |
Steam | 100/100 |
Paradox | 300 |
Soul | 15/18 |
Healing Factor | 1.5781295749341 |
Regeneration | 25.644605592679 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +42% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
See Stealth | 10 |
See Invisible | 6 |
Offense: Mainhand
Damage | 55 |
Accuracy | 23 |
Crit Chance | 33% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 95 |
Crit Chance | 69% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Blight | +31% |
Arcane | +8% |
Cold | +63% |
All | 0% |
Darkness | +102% |
Light | +20% |
Fire | +25% |
Lightning | +25% |
Offense: Damage Penetration
Darkness | +77% |
Cold | +61% |
Temporal | +25% |
Defense: Base
Armour (hardiness) | 57 (45%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 1 |
Physical Save | 73 |
Spell Save | 79 |
Mental Save | 78 |
Defense: Resistances
Acid | + 40%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 70%( 70%) |
All | + 20%( 70%) |
Darkness | + 70%( 70%) |
Light | + 40%( 70%) |
Physical | + 46%( 70%) |
Lightning | + 40%( 70%) |
Fire | + 60%( 70%) |
Mind | + 30%( 70%) |
Defense: Immunities
Pinning Resistance | 25% |
Confusion Resistance | 67% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 521 damage for 6 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 133 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 Willpower stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 153% efficiency and cooldown mod of 51%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 161 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Age of dusk | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Master of bones | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Lich | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Reaping |
talent | Golden Age of Necromancy |
talent | Premonition |
talent | Chant of Fortress |
talent | Eternal Night |
beneficial effect | Stay put, increasing your armour and defense by 24. Shoes of Moving Slowly |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The 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. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Phys.save +15 (+3 eff.) Pinning- +25% Knockbk- +125% Teleport- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Light source | ![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +20% light +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +10 See.Stealth +10 Release a will o' the wisp that will explode against your foes for 748 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
On head | ![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil +10 Cun dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+3 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning Mind.save +15 (+3 eff.) This jeweled crown shimmers with colors. |
Tool | ![]() 2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +10% darkness +25% temporal Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 36 * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 29% ----- def ----- Resists +12% mind Create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +3% Spell.pwr +9 (+1 eff.) S.pwr/crit +2 Dmg.mod +14% darkness +9% blight Acc +11 (+6 eff.) Apr +11 Melee Ret 2 blight ----- def ----- Defense +11 (+5 eff.) Resists +28% darkness ---------- misc Vim/s.crit +1.00 Max.vim +30.00 Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. 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 174% 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 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Around waist | ![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+4 eff.) Proj.slow +25% ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Mag +6 Wil +4 Cun +8 Con dps ---------- Spell.crit +20% Crit.mult +20.00% Spell.pwr +25 (+5 eff.) Dmg.mod +30% darkness ----- def ----- Resists +5% arcane Max.HP +100.00 HP.reg +4.00 Confus- +20% ---------- misc Mana/turn +5.00 N.En/turn +0.20 Vim/s.crit +8.00 Max.mana +85.00 Max.vim +44.00 Max.N.En +26.00 See.Invis +6 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T4 hands armor [Ego+] Arcane/Psionic While equipped: Stats +10 Mag +6 Wil dps ---------- Spell.pwr +14 (+2 eff.) Melee+ 12 arcane Dmg.mod +8% arcane ----- def ----- Armour +3 Resists +6% arcane HP.reg +9.00 ---------- misc Stam/turn +1.10 Max.stam +34.00 Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Str +10 Dex +25 Mag +10 Wil +10 Cun +10 Con dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 15 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +20% darkness Res.pen +16% darkness ----- def ----- Defense +3 (+2 eff.) Resists +25% fire +15% darkness +25% light Phys.save +13 (+3 eff.) Mind.save +8 (+2 eff.) Stealth +13 Die.at -50.00 life 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 [Ego+] Nature/Master While equipped: Stats +4 Dex +7 Cun +7 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -7% HP.reg +3.00 Heal.mod +21% Cut- +60% ---------- misc Stam/turn +0.80 Heal: Puts all charms on 35 cooldown Level 2.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 357 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() 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 67%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.8 steam per turn. Can be activated for an instant burst of 69 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.5 steam per turn. Can be activated for an instant burst of 67 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 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: 3 acid, 4 physical, 3 light, 4 blight, 4 fire, 4 temporal 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 [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1291% for 10 turns (1885 total) and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 139 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 140 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 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 523 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 70 up to 6 times. 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 [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 30 up to 2 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +13 Str +5 Dex +3 Wil +3 Con dps ---------- Res.pen +25% cold ---------- misc Light +3 See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+19 eff.) Steampwr +40 (+11 eff.) Spell.pwr +40 (+7 eff.) Mind.pwr +40 (+10 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +8 Lck dps ---------- Dmg.mod +6% light +9% darkness Res.pen +25% light Acc +9 (+5 eff.) Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Defense +10 (+4 eff.) Resists +6% darkness +6% fire Unseen.red 13% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +4 Con dps ---------- Crit.mult +15.00% S.pwr/crit +4 Melee+ 15 light 12 darkness Dmg.mod +15% light +11% darkness Res.pen +20% blight Melee Ret 8 mind On Melee Ret: * 15% chance to blind * 15% chance to reduce damage dealt by 29% ---------- misc Equi/ret +0.12 Vim/s.crit +2.04 Max.vim +50.99 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +8 Con ----- def ----- Resists +25% mind Confus- +33% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +8 Cun ----- def ----- Resists +24% lightning Stun/Frz- +38% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +24% ---------- misc Mana/turn +0.11 Max.mana +20.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +8 Str +7 Dex +6 Wil ----- def ----- Blind- +29% ---------- misc Infravis +8 Sight +2 See.Invis +11 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +7 Str +8 Dex +7 Wil ----- def ----- Blind- +23% ---------- misc Infravis +6 Sight +2 See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Mov.spd +13% Res.pen +25% light Acc +11 (+6 eff.) Melee Ret 4 temporal ----- def ----- Defense +24 (+9 eff.) Blind- +20% Disease- +20% Pinning- +10% Stun/Frz- +20% ---------- misc Light +2 Blinding Speed: Puts all charms on 40 cooldown Level 5.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Mag +12 Wil +9 Cun dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +6% arcane Res.pen +15% arcane +5% mind ----- def ----- Fatigue -9% Mind.save +12 (+2 eff.) ---------- misc Max.enc +31 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% blight +9% cold +15% darkness Res.pen +20% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 38 ----- def ----- Resists +25% acid +30% darkness +21% fire +30% cold +30% lightning Silence- +38% ---------- misc Mana/turn +0.25 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +8 Str +9 Dex +8 Cun dps ---------- Dmg.mod +6% acid Acc +13 (+7 eff.) Melee Ret 2 acid ----- def ----- Armour +16 Resists +6% lightning +9% light +5% arcane +3% acid HP.reg +7.00 Stun/Frz- +45% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. 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 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 33.84 cold and 20.80 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% mind Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Defense +30 (+11 eff.) Resists +33% mind +15% blight Blind- +20% Pinning- +20% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Str +7 Dex +6 Mag +17 Cun dps ---------- Crit.mult +20.00% Phys.pwr +12 (+6 eff.) Spell.pwr +28 (+5 eff.) Mind.pwr +14 (+3 eff.) Dmg.mod +6% acid Res.pen +15% blight +10% acid Acc +12 (+6 eff.) Apr +1 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag +6 Wil dps ---------- Spell.pwr +9 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +9 Str +8 Con dps ---------- Phys.pwr +13 (+7 eff.) Dmg.mod +15% darkness ----- def ----- Resists +30% darkness Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 11 physical Ranged+ 15 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 36 On Hit (Ranged): * 14% chance to reduce all saves and defense by 36 ----- def ----- Fatigue -6% ---------- misc Max.enc +28 Hate/m.crit +2.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +6 Cun +5 Mag dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Max.HP +76.00 HP.reg +16.00 Heal.mod +16% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Mind.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +11% nature ----- def ----- Defense +8 (+4 eff.) Resists +22% nature Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +10 (+2 eff.) ---------- misc Max.stam +16.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +1 Cun +2 Con dps ---------- Melee+ 9 physical Ranged+ 11 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 36 On Hit (Ranged): * 11% chance to reduce all saves and defense by 36 ----- def ----- Spell.save +12 (+2 eff.) ---------- misc Hate/m.crit +1.00 Max.stam +10.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Mind.save +5 (+1 eff.) Confus- +23% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +9 Cun +7 Dex dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +8 (+1 eff.) Mind.pwr +11 (+2 eff.) Acc +12 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Cun +2 Con dps ---------- Melee+ 14 physical Ranged+ 5 physical On Hit (Melee): * 15% chance to reduce all saves and defense by 36 On Hit (Ranged): * 12% chance to reduce all saves and defense by 36 ----- def ----- Phys.save +4 (+1 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% lightning +3% blight Acc +14 (+7 eff.) Apr +17 Melee Ret 6 arcane ----- def ----- Defense +16 (+6 eff.) Fatigue -8% Resists +20% blight +3% lightning +12% nature +5% arcane Poison- +24% Disease- +29% ---------- misc Max.enc +35 Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. 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 174% 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 [Ego+] Master While equipped: Stats +7 Str dps ---------- Acc +16 (+8 eff.) Apr +13 ----- def ----- Armour +14 Defense +12 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. 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 174% 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! |
![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.5 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 32.59 acid and 34.15 blight damage. If not cleared after five turns it will inflict 193.92 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Nature Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Con +5 Wil ----- def ----- Max.HP +17.00 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Rare] Master Power 38.5 - 50.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +20 mind While equipped: Stats +12 Str +10 Dex dps ---------- Mind.pwr +30 (+7 eff.) Phys.spd +10% Dmg.mod +15% mind Acc +25 (+13 eff.) ----- def ----- Crit.dmg- 15.30% ---------- misc Max.hate +6.00 Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Nature Power 26.5 - 39.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +12 Con +13 Wil dps ---------- Dmg.mod +12% physical ----- def ----- Max.HP +70.00 HP.reg +4.00 Heal.mod +20% Silence- +20% Disarm- +10% Teleport- +20% Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Nature Power 25.5 - 40.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +9 Str +10 Dex +9 Mag +9 Wil +9 Cun +9 Con dps ---------- Dmg.mod +9% cold +12% physical Apr +2 ----- def ----- Resists +4% physical +6% light +12% darkness Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master Power 63.0 - 100.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +14% all Acc +40 (+19 eff.) Apr +17 ----- def ----- Defense +17 (+7 eff.) Disarm- +28% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Disrupt Power 62.0 - 99.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Against +24% 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% Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Nature/Master Power 53.5 - 74.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +31 acid +13 nature While equipped: dps ---------- Res.pen +17% acid +15% nature Apr +5 Sharp, long, and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * 21% chance to reduce armor by 49% While equipped: Stats +14 Str +10 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +6% cold ----- def ----- Resists +15% cold Crit.dmg- 15.00% Spell.save +10 (+2 eff.) ---------- misc Light +3 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. |
![]() 4.0 T4 sling 1H weapon Reqs Dex 35 [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +11 cold While equipped: Stats +4 Dex +1 Mag dps ---------- Phys.crit +8.0% Dmg.mod +6% darkness +13% cold Res.pen +5% darkness +15% physical Acc +9 (+5 eff.) ---------- misc Infravis +3 See.Invis +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T1 sling 1H weapon [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +20 arcane +8 cold While equipped: Stats +11 Dex +4 Mag +6 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Resists +9% temporal Slings are used to hurl stones or metal shots at your foes. |
![]() 1.0 T3 belt armor [Random Unique] Master While equipped: Stats -7 Str +16 Dex +10 Cun +13 Lck dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to slow global speed by 64% * 20% chance to reduce armor by 49% ----- def ----- Defense +13 (+5 eff.) Resists +9% blight +3% light Stealth +29 ---------- misc T.Disarm +26 Infravis +10 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +13 Mag dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +6% blight Phasing +30% On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Resists +13% light +12% darkness Phys.save +11 (+2 eff.) Spell.save +6 (+1 eff.) ---------- misc Mana/turn +0.53 Max.mana +40.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +6 Cun +4 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +6% cold Res.pen +10% light ----- def ----- Phys.save +9 (+2 eff.) ---------- misc See.Invis +12 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +8 Mag +2 Con dps ---------- Phys.crit +5.0% Crit.mult +11.00% Phys.pwr +5 (+3 eff.) Acc +5 (+3 eff.) Apr +3 ----- def ----- Armour +4 Defense +13 (+5 eff.) Resists +9% blight Stealth +11 ---------- misc Mana/turn +0.40 Max.mana +44.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +6 Wil dps ---------- Dmg.mod +12% blight ----- def ----- Defense +25 (+9 eff.) Resists +12% fire +30% cold Crit.dmg- 15.15% Mind.save +9 (+2 eff.) Silence- +20% ---------- misc Psi/ret +0.24 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Nature/Psionic While equipped: Stats +5 Str +3 Dex +5 Wil +4 Cun dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- Phys.save +31 (+7 eff.) Spell.save +17 (+3 eff.) Mind.save +16 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 4.5 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 75 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 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 (+4 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.5 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 194.05 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 T2 cloth armor [Rare] Nature While equipped: Stats +2 Str +4 Dex dps ---------- Dmg.mod +3% darkness +12% fire ----- def ----- Resists +18% fire +3% darkness +9% all ---------- misc Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +7 Str +7 Mag +6 Wil +4 Cun +7 Con dps ---------- Mind.crit +5% Phys.pwr +10 (+5 eff.) Mind.pwr +20 (+5 eff.) Dmg.mod +22% lightning +21% physical +6% light +24% cold +15% nature ----- def ----- Resists +10% lightning +12% cold +1% physical +15% all Mind.save +27 (+5 eff.) Poison- +41% Disease- +43% ---------- misc Max.psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+5 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 68.27 to 85.33 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 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 (+4 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+4 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 T5 feet armor [Rare] Nature While equipped: Stats +13 Dex +11 Cun +6 Con dps ---------- Phys.crit +4.0% Mov.spd +10% On Hit (Melee): * 24% chance to reduce all saves and defense by 36 ----- def ----- Armour +5 Fatigue -10% Resists +15% mind Max.HP +60.00 ---------- misc Stam/turn +0.90 A pair of boots made of leather. |
![]() 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 (+4 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil +5 Cun ----- def ----- Armour +5 Fatigue +4% Phys.save +12 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +11 (+2 eff.) ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +1 Mag +3 Con dps ---------- Mind.pwr +15 (+3 eff.) On Hit (Melee): * 10% chance to slow global speed by 64% ----- def ----- Armour +10 Silence- +96% Confus- +83% Stun/Frz- +67% ---------- misc Hate/m.crit +2.00 Infravis +3 See.Invis +9 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +5 Fatigue +4% Silence- +36% Confus- +32% Stun/Frz- +46% Rush: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 9 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 T5 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +9 Str +4 Cun +10 Con dps ---------- Dmg.mod +8% physical ----- def ----- Armour +5 Fatigue +4% Phys.save +17 (+4 eff.) Mind.save +18 (+4 eff.) ---------- 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. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +7 Fatigue +5% Mind.save +11 (+2 eff.) Max.HP +52.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Str +3 Wil +9 Con dps ---------- Phys.pwr +18 (+9 eff.) ----- def ----- Armour +3 Defense +15 (+6 eff.) Fatigue +5% Resists +2% physical Die.at -80.00 life Disease- +20% 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. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-7 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+19 eff.) Apr +15 ----- def ----- Defense +15 (+6 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Wil +8 Mag dps ---------- Spell.pwr +20 (+4 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +12% blight Phys.save +25 (+6 eff.) ---------- misc Mana/turn +0.28 Max.mana +119.79 Max.vim +59.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+2 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 2.0 T5 head armor [Ego++] Arcane While equipped: Stats +6 Mag +5 Wil +0 Cun dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +8% acid +10% lightning +10% cold +8% arcane +11% fire ----- def ----- Defense +3 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +14 Str +7 Dex +5 Wil dps ---------- Phys.pwr +9 (+5 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +8% physical Phys.save +9 (+2 eff.) Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 99.3 Physical damage. If the attack hits, the target is confused (31% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +7 Str +6 Dex +6 Cun +11 Con ----- def ----- Armour +5 Fatigue +5% Phys.save +9 (+2 eff.) Mind.save +13 (+3 eff.) Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 9.0 T4 light armor [Ego++] Arcane/Master While equipped: Stats +7 Str dps ---------- Melee+ 15 acid 16 fire Melee Ret 12 acid 10 fire ----- def ----- Armour +7 Defense +12 (+5 eff.) Fatigue +8% Resists +14% acid +8% physical +16% darkness +18% fire ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 0.0 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 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 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 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. |
![]() 3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) 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 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +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 Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +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 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 33] amazing fiery salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 153% efficiency and 51% cooldown modifier. Remove 3 magical effects and grants a fiery aura (33% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 33] amazing frost salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 153% efficiency and 51% cooldown modifier. Remove 3 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 479] amazing healing salve [power 479]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 153% efficiency and 51% cooldown modifier. Heal 479 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing unstoppable force salve [power 133] amazing unstoppable force salve [power 133]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 153% efficiency and 51% cooldown modifier. Increases all saves by 133 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing water salve [power 33] amazing water salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 153% efficiency and 51% cooldown modifier. Remove 3 mental effects and grants a water aura (33% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego+] Arcane/Master Power 56.5 - 67.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +11 Crit +9.0% Capacity 23 Proj.spd +200% Ranged+ +28 cold Shots are used with slings to pummel your foes to death. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +25% darkness ---------- misc Light -5 Infravis +10 See.Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +100% ---------- misc Talents +5 Iron Grip 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: dps ---------- Acc +9 (+5 eff.) ---------- misc Light +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 223 for 5 turns Puts all charms on 33 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +15 Dex +3 Cun +3 Con ----- def ----- Resists +20% nature ---------- misc Infravis +3 Summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1254 Base Damage: 570 Armor: 50 All Resist: 48 Puts all charms on 25 cooldown 100% to increase all damage by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: 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 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 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 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Kruknec the Kruk Yeti Necromancer level 8
16th Retaking 124th year of Ascendancy at 06:05 see stats
By Kruknec the Kruk Yeti Necromancer level 11
24th Retaking 124th year of Ascendancy at 05:55 see stats
By Kruknec the Lich Necromancer level 50
26th Dearth 124th year of Ascendancy at 13:55 see stats
By Kruknec the Lich Necromancer level 50
31st Dearth 124th year of Ascendancy at 00:08 see stats
By Kruknec the Lich Necromancer level 50
27th Loss 124th year of Ascendancy at 12:59 see stats
By Kruknec the Lich Necromancer level 26
52nd Retaking 124th year of Ascendancy at 11:25 see stats
By Kruknec the Lich Necromancer level 50
9th Destruction 124th year of Ascendancy at 03:57 see stats
By Kruknec the Lich Necromancer level 38
19th Pain 124th year of Ascendancy at 14:30 see stats
By Kruknec the Lich Necromancer level 29
9th Revenge 124th year of Ascendancy at 05:45 see stats
By Kruknec the Lich Necromancer level 50
16th Dearth 124th year of Ascendancy at 05:05 see stats
By Kruknec the Kruk Yeti Necromancer level 10
21st Retaking 124th year of Ascendancy at 08:55 see stats
By Kruknec the Kruk Yeti Necromancer level 20
45th Retaking 124th year of Ascendancy at 23:41 see stats
By Kruknec the Lich Necromancer level 30
15th Revenge 124th year of Ascendancy at 14:56 see stats
By Kruknec the Lich Necromancer level 40
37th Pain 124th year of Ascendancy at 22:03 see stats
By Kruknec the Lich Necromancer level 50
9th Dearth 124th year of Ascendancy at 11:17 see stats
By Kruknec the Lich Necromancer level 25
51st Retaking 124th year of Ascendancy at 05:33 see stats
By Kruknec the Lich Necromancer level 50
15th Dearth 124th year of Ascendancy at 23:26 see stats
By Kruknec the Lich Necromancer level 47
45th Pain 124th year of Ascendancy at 19:48 see stats
By Kruknec the Lich Necromancer level 47
45th Pain 124th year of Ascendancy at 19:48 see stats
By Kruknec the Lich Necromancer level 34
21st Revenge 124th year of Ascendancy at 18:36 see stats
By Kruknec the Kruk Yeti Necromancer level 25
50th Retaking 124th year of Ascendancy at 23:13 see stats
By Kruknec the Lich Necromancer level 46
45th Pain 124th year of Ascendancy at 18:14 see stats
By Kruknec the Kruk Yeti Necromancer level 14
28th Retaking 124th year of Ascendancy at 20:51 see stats
By Kruknec the Lich Necromancer level 50
15th Dearth 124th year of Ascendancy at 23:26 see stats
By Kruknec the Lich Necromancer level 50
26th Dearth 124th year of Ascendancy at 13:55 see stats
By Kruknec the Kruk Yeti Necromancer level 21
47th Retaking 124th year of Ascendancy at 17:32 see stats
By Kruknec the Lich Necromancer level 38
20th Pain 124th year of Ascendancy at 04:22 see stats
By Kruknec the Kruk Yeti Necromancer level 15
30th Retaking 124th year of Ascendancy at 20:34 see stats
By Kruknec the Lich Necromancer level 29
9th Revenge 124th year of Ascendancy at 04:45 see stats