


















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Store Wish List 1.3.0Allows 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. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows 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. Ashes of Urh'Rok 1.5.0Official 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:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Better Item Description 1.5.5This 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 Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Embers of Rage 1.5.0Official 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:
|
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Cornac |
Class | Sawbutcher |
Level / Exp | 50 / 113% |
Size | huge |
Lifes / Deaths | Killed by 3-headed hydra at level 50 on the 2nd Dusk 123rd year of Ascendancy at 22:29 6 / 1 |
Primary Stats
Strength | 146 (base 65) |
Dexterity | 82 (base 60) |
Constitution | 75 (base 34) |
Magic | 19 (base 8) |
Willpower | 22 (base 13) |
Cunning | 121 (base 66) |
Resources
Life | 1494/1494 |
Psi | 112/112 |
Steam | 80/80 |
Healing Factor | 1.5179591836735 |
Regeneration | 29.979693877552 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -53.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 18 |
Infravision | 5 |
See Stealth | 51.805562204042 |
See Invisible | 51.805562204042 |
ESP Range | 10 |
ESP Kinds | dragon, animal/canine |
Offense: Mainhand
Damage | 209 |
Accuracy | 73 |
Crit Chance | 107% |
APR | 100 |
Speed | 1.00 |
Offense: Offhand
Damage | 104 |
Accuracy | 73 |
Crit Chance | 107% |
APR | 100 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 55% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +17% |
Light | +13% |
Physical | +48% |
Arcane | +11% |
Fire | +33% |
All | +8% |
Offense: Damage Penetration
Nature | +26% |
Lightning | +25% |
Physical | +59% |
Temporal | +40% |
Fire | +44% |
Arcane | +30% |
Mind | +25% |
All | +15% |
Defense: Base
Armour (hardiness) | 73.723073231957 (93.924050632911%) |
Defense | 47 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 28 |
Mental Save | 47 |
Defense: Resistances
Acid | + 63%( 70%) |
Blight | + 46%( 70%) |
Arcane | + 40%( 70%) |
Cold | + 61%( 70%) |
All | + 33%( 70%) |
Mind | + 46%( 70%) |
Lightning | + 70%( 70%) |
Light | + 49%( 70%) |
Temporal | + 37%( 70%) |
Physical | + 52%( 70%) |
Darkness | + 43%( 70%) |
Fire | + 70%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 31% |
Poison Resistance | 70% |
Blind Resistance | 50% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 61% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.1 steam per turn. Can be activated for an instant burst of 81 steam. 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 139% efficiency and cooldown mod of 51%. Its effects scale with your Willpower 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 217% efficiency and cooldown mod of 54%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 348 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
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 17.0 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Blacksmith | 1.20 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Overheat Saws |
talent | Melting Point |
talent | Mow Down |
talent | Grinding Shield |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Dreadfell. Escort: lost tinker (level 3 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost tinker from death by Bethukira the wolf. Escort: lost tinker (level 5 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost tinker from death by ghoul. Escort: lost tinker (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +5 Con dps ---------- Spell.pwr +3 (+1 eff.) Mov.spd +20% Dmg.mod +7% physical Res.pen +15% arcane Melee Ret 4 arcane On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +3% lightning Phys.save +15 (+3 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Size +1 Heave: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +5% light Res.pen +25% temporal +15% all Apr +17 On Hit (Melee): * 15% chance to blind ----- def ----- Resists +9% darkness +6% light Affinity +5% light ---------- misc Light +9 Sun Flare: Puts all charms on 27 cooldown Level 3.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 29.87 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con dps ---------- Acc +25 (+6 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Light +7 A Helmet. But with steam power! |
On hands | ![]() 1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Talents +5 Spring Grapple Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 5% Perfect Control 1 On Hit: 5% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 15 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +1 Str +6 Cun +4 Con dps ---------- On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +3% nature ---------- misc Light +2 Telepathy Dragon All Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 81 for 7 turns Puts all charms on 18 cooldown 100% to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Cun +11 Mag dps ---------- Spell.crit +2% Phys.pwr +16 (+3 eff.) Spell.pwr +22 (+9 eff.) Mind.pwr +13 (+4 eff.) Melee+ 21 bleed Ranged+ 21 bleed Dmg.mod +8% all Res.pen +5% mind On Hit (Melee): * 18% chance to cause random gloom On Hit (Ranged): * 18% chance to cause random gloom ----- def ----- Resists +5% arcane Spell.save +18 (+9 eff.) ---------- misc Mana/s.crit +5.00 Hate/m.crit +3.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +6% acid Crit.dmg- 15.00% HP.reg +2.00 Stun/Frz- +26% Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +7 Cun +7 Con dps ---------- Mov.spd +20% ----- def ----- Fatigue -10% Resists +6% light +12% mind +6% darkness HP.reg +0.90 Confus- +21% ---------- misc Stam/turn +0.80 Mana/s.crit +2.00 Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 41.5 - 62.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +45 Crit +25.0% Atk.spd 100% Block +108 On Crit: * wounds the target for 7 turns: 23 bleeding, 73% reduced healing Uses 1.0 Steam While equipped: Stats +2 Dex +7 Con dps ---------- Phys.crit +15.0% Phys.pwr +29 (+6 eff.) Res.pen +11% nature +15% physical On Hit (Melee): * 33% chance to corrode armour by 30% ----- def ----- Armour +8 Defense +19 (+6 eff.) Rng.Def +9 (+3 eff.) Fatigue +12% Resists +3% temporal +8% all Die.at -20.00 life Disease- +15% Disarm- +31% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Master While equipped: Stats +3 Str +9 Dex +11 Cun +7 Lck dps ---------- Phys.crit +11.0% Mind.crit +11% Acc +6 (+1 eff.) ----- def ----- Resists +3% temporal D.Red.from +33% Summoned Stealth +13 HP.reg +0.60 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc T.Disarm +23 Infravis +5 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +45 Crit +25.0% Atk.spd 100% Block +100 Melee+ +14 nature +20 temporal Uses 1.0 Steam While equipped: dps ---------- Phys.crit +12.0% Spell.crit +1% Crit.mult +16.00% Spell.pwr +4 (+2 eff.) Dmg.mod +3% arcane Phasing +40% Apr +7 Melee Ret 15 nature ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +10% nature +19% blight Spell.save +3 (+1 eff.) Max.HP +95.00 ---------- misc Mana/s.crit +4.00 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! |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Phys.crit +5.0% Mind.crit +8% Phys.pwr +5 (+1 eff.) Dmg.mod +9% darkness Res.pen +5% mind Melee Ret 8 darkness 4 mind On Hit (Melee): * 30% chance to blind ----- def ----- Defense +3 (+1 eff.) Fatigue -7% Resists +20% acid +12% light +20% fire +20% cold +50% lightning Stun/Frz- +50% ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T4 massive armor [Random Unique] Nature/Psionic While equipped: Stats +4 Str +4 Con dps ---------- Res.pen +10% lightning Melee Ret 4 lightning 8 temporal On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +17 Defense +7 (+2 eff.) Fatigue +26% Resists +19% acid +10% physical +16% lightning +22% cold +8% mind +12% fire Mind.save +16 (+5 eff.) HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Disarm- +32% Stun/Frz- +34% Knockbk- +36% ---------- misc Breathe water Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Ego] 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 144% efficiency and cooldown mod of 53%. Its effects scale with your Magic stat. 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 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Willpower stat. 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 1.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.6 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Constitution stat. 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 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 21.3 steam per turn. Can be activated for an instant burst of 106 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 325 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 10 turns. While Heroism is active, you will only die when reaching -687 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 11 turns. While Heroism is active, you will only die when reaching -687 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 9 turns. While Heroism is active, you will only die when reaching -840 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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..." |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +4 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +12% mind Max.HP +40.00 Confus- +21% Amulets can have magical properties. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 27 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Str dps ---------- Acc +6 (+1 eff.) ----- def ----- Armour +6 Resists +6% cold Spell.save +9 (+4 eff.) HP.reg +1.00 Heal.mod +20% Blind- +30% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +8 Dex +5 Con dps ---------- Dmg.mod +12% light ----- def ----- Fatigue -10% Resists +19% light +17% darkness Blind- +32% ---------- misc Infravis +3 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Str +16 Dex +8 Cun +8 Con dps ---------- Phys.pwr +16 (+3 eff.) Mov.spd +10% ----- def ----- Fatigue -8% Resists +3% physical HP.reg +0.90 Heal.mod +30% ---------- misc Stam/turn +1.00 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Res.pen +25% light Melee Ret 4 light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% light ---------- misc Light +2 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +15% light +21% darkness Res.pen +10% darkness ----- def ----- Resists +6% light ---------- misc Light +3 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +14% lightning Stun/Frz- +28% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) Blind- +16% Confus- +13% ---------- misc Infravis +4 Sight +2 See.Invis +6 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +13% temporal Blind- +12% Pinning- +23% Knockbk- +23% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +5% Spell.pwr +6 (+3 eff.) Dmg.mod +8% darkness +7% temporal +8% light +6% physical ----- def ----- Teleport- +50% Teleport you randomly (rad 57) Puts all charms on 14 cooldown Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +6% Mind.crit +2% Spell.pwr +6 (+3 eff.) Mind.pwr +15 (+5 eff.) Melee+ 15 light 15 darkness Dmg.mod +8% acid +15% light +8% fire +8% cold +6% lightning +15% darkness On Melee Ret: * 14% chance to inflict 15% damage reduction * 12% chance to blind ----- def ----- Armour +4 Resists +3% physical Phys.save +6 (+1 eff.) Mind.save +36 (+12 eff.) Disease- +5% Confus- +25% ---------- misc Masteries +0.40 Steamtech/Blacksmith +0.40 Technique/Combat training Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Str dps ---------- Spell.crit +5% Mind.crit +3% Dmg.mod +16% light Res.pen +20% mind ----- def ----- Resists +32% light ---------- misc Mana/turn +0.20 Equi/ret +0.24 Max.vim +30.00 See.Invis +9 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Dex +8 Wil +17 Cun dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +18% fire Res.pen +15% fire +10% temporal Acc +14 (+3 eff.) ----- def ----- Fatigue -10% Resists +3% temporal +9% fire Blind- +50% ---------- misc Max.enc +40 Infravis +6 See.Stealth +24 See.Invis +17 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +2 Mag dps ---------- Spell.crit +1% Phys.pwr +18 (+3 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +11% light Acc +8 (+2 eff.) ----- def ----- Resists +22% light Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +9 (+3 eff.) Res.pen +15% acid Melee Ret 12 acid ----- def ----- Resists +24% acid +27% lightning Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Dex dps ---------- Dmg.mod +24% blight Res.pen +25% blight ----- def ----- Crit.dmg- 15.00% Silence- +32% ---------- misc Mana/turn +0.16 Light +3 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +3 Mag +9 Wil +4 Cun dps ---------- Dmg.mod +11% cold Res.pen +20% blight ----- def ----- Resists +22% cold ---------- misc Light +2 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 12 lightning 20 fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning +6% fire HP.reg +1.50 Stun/Frz- +31% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Con dps ---------- Dmg.mod +9% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% arcane +6% temporal Phys.save +10 (+2 eff.) Spell.save +12 (+6 eff.) Max.HP +72.00 HP.reg +1.20 Heal.mod +14% ---------- misc Max.stam +26.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Str +4 Dex +3 Wil +8 Con dps ---------- Dmg.mod +12% mind Melee Ret 8 mind ----- def ----- Armour +14 Fatigue -10% Resists +9% acid ---------- misc See.Invis +6 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +3 Cun +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 7 bleed Ranged+ 6 bleed On Hit (Melee): * 11% chance to cause random gloom On Hit (Ranged): * 11% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Res.pen +15% light +25% acid Melee Ret 20 light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +18% light Blind- +38% ---------- misc Infravis +5 See.Stealth +17 See.Invis +17 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% light Res.pen +5% fire On Hit (Melee): * 30% chance to blind ----- def ----- Resists +19% acid +6% light +21% fire +21% cold +17% lightning ---------- misc Light +3 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +7 Cun ----- def ----- Defense +14 (+4 eff.) Blind- +32% ---------- misc Infravis +5 See.Stealth +17 See.Invis +19 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Con ----- def ----- Spell.save +15 (+7 eff.) Mind.save +15 (+5 eff.) Confus- +50% ---------- misc Max.stam +40.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +8 Dex dps ---------- Phys.pwr +20 (+4 eff.) Spell.pwr +18 (+8 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +7% all Acc +16 (+4 eff.) ----- def ----- Resists +9% blight +3% fire +12% light +5% arcane Max.HP +43.00 Disarm- +50% Pinning- +29% Knockbk- +50% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Silence- +25% ---------- misc Mana/turn +0.13 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str ----- def ----- Armour +8 Mind.save +6 (+2 eff.) Confus- +25% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Blind- +23% ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) HP.reg +4.50 Stun/Frz- +50% Rings can have magical properties. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Master/Psionic Power 26.5 - 34.5 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to torment the target While equipped: dps ---------- Res.pen +10% mind +10% darkness Acc +10 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +26% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Arcane/Master Power 29.5 - 38.4 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +11 blight On Hit: 10% Epidemic 4 On Hit: * 11% chance to disease While equipped: dps ---------- Dmg.mod +11% physical Res.pen +11% physical Apr +11 ----- def ----- Disease- +17% Sharp, short and deadly. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Master Power 47.0 - 75.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Str dps ---------- Dmg.mod +17% physical Res.pen +19% physical Acc +30 (+7 eff.) Apr +17 ---------- misc Stam/ret +3.00 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Disrupt/Master Power 61.5 - 98.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +20% physical Acc +19 (+5 eff.) Apr +16 ----- def ----- Resists +17% acid +21% fire +23% lightning +23% cold Spell.save +13 (+6 eff.) Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: Stats +6 Str +8 Dex dps ---------- Phys.pwr +17 (+3 eff.) Res.pen +27% physical Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon Reqs Shoot [Ego++] Nature/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit: * 26% chance to daze at end of turn While equipped: Stats +5 Str +6 Dex +6 Mag +3 Wil +5 Cun +5 Con dps ---------- Phys.crit +17.0% Res.pen +20% lightning Acc +20 (+5 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 longsword 1H weapon [Rare] Psionic Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +24 fire On Crit.r2 +16 mind On Hit: * 40% chance to cause random gloom * 25% chance to put talents on cooldown While equipped: dps ---------- Dmg.mod +12% mind Res.pen +25% fire ----- def ----- Resists +6% mind Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Rare] Master Power 44.0 - 61.6 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Wil ----- def ----- Fatigue -16% Resists +9% lightning +15% light +9% darkness +9% cold +6% arcane +9% fire Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Random Unique] Nature Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +58 insidious poison On Hit: * 40% chance to disease * 18% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +9% acid +5% blight Melee Ret 4 light On Hit (Melee): * 10% chance to disease ----- def ----- HP.reg +1.10 ---------- misc Light +3 Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Ego+] Nature/Disrupt Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Against +19% Unnatural On Crit.r2 +25 ice While equipped: Stats +5 Wil dps ---------- Res.pen +11% cold ----- def ----- Armour +13 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Nature Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +15 fire While equipped: dps ---------- All.spd +6% Res.pen +13% fire Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Psionic This psionic mindstar has an epiphany about dreams. Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +43 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +11% Mind.pwr +16 (+5 eff.) Dmg.mod +10% nature +25% mind +3% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Resists +10% blight +1% physical +6% darkness Heal.mod +15% Disease- +23% ---------- misc Hate/kill +5.00 Psi/kill +5.00 Max.stam +15.00 Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 115.56 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 18 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Ego+] Nature This natural sand should be returned to the wyrm. Power 2.5 - 2.8 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +4% physical Res.pen +4% physical Melee Ret 5 physical ----- def ----- Resists +4% physical Burrow: Puts all charms on 27 cooldown Level 1.0 Pwr.cost 27 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 19 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Mag +7 Cun +8 Con dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +30 (+12 eff.) Dmg.mod +30% physical ---------- misc Vim/s.crit +8.00 Max.vim +37.00 Max.N.En +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +5% Crit.mult +14.00% Spell.pwr +15 (+7 eff.) Dmg.mod +30% physical ----- def ----- Resists +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +27.00% Spell.pwr +24 (+10 eff.) Melee+ 24 fire Dmg.mod +30% blight ----- def ----- Resists +15% blight ---------- misc See.Invis +18 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+7 eff.) S.pwr/crit +10 Dmg.mod +30% physical Res.pen +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 steamsaw 1H weapon [Rare] Nature/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +13 Melee+ +14 insidious poison Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +4% Resists +12% acid +3% temporal Crit.dmg- 10.00% Mind.save +6 (+2 eff.) Blind- +10% Disease- +5% Stun/Frz- +25% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Psionic/Steamtech Power 52.0 - 78.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +97 On Hit: * 25% chance to put talents on cooldown Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +21% arcane Melee Ret 12 arcane ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +5% arcane ---------- misc Wards +4 lightning +3 temporal +4 blight +2 fire +5 cold 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! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Psionic/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +114 Melee+ +17 temporal On Hit.r1 +12 lightning +14 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Uses 1.0 Steam While equipped: dps ---------- Res.pen +5% lightning Melee Ret 13 temporal ----- def ----- Armour +8 Defense +10 (+3 eff.) Fatigue +12% Resists +12% lightning +3% cold +14% temporal Cut- +10% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +96 On Hit.r1 +12 darkness Uses 1.0 Steam While equipped: Stats +4 Con dps ---------- Phys.pwr +11 (+2 eff.) Melee+ 9 fire Res.pen +9% physical Melee Ret 20 fire On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +11% light +16% darkness Disarm- +24% ---------- misc Talents +3 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Rare] Nature/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +94 On Crit.r2 +36 fire Uses 1.0 Steam While equipped: dps ---------- All.spd +6% Dmg.mod +12% nature +12% fire Res.pen +15% fire Melee Ret 16 temporal On Hit (Melee): * 49% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +12% nature +12% fire ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego+] Disrupt/Master/Steamtech Power 32.5 - 48.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +65 Against +25% Unnatural Uses 1.0 Steam While equipped: Stats +5 Wil +7 Con ----- def ----- Armour +13 Defense +8 (+2 eff.) Fatigue +10% Phys.save +9 (+2 eff.) ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +67 Uses 1.0 Steam While equipped: Stats +4 Str +5 Wil dps ---------- Dmg.mod +19% physical Res.pen +10% light +9% physical Acc +11 (+3 eff.) Apr +6 Melee Ret 14 ice On Hit (Melee): * 30% chance to blind ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +3% temporal +16% cold ---------- misc Stam/ret +1.50 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +111 Melee+ +17 light Against +30% Undead On Crit.r2 +8 mind Uses 1.0 Steam While equipped: Stats +2 Cun +2 Wil dps ---------- Phys.crit +15.0% Spell.crit +3% Crit.mult +19.00% Mind.pwr +4 (+1 eff.) S.pwr/crit +6 Apr +11 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Max.psi +10.00 Wards +6 lightning +6 temporal +6 blight +6 fire +6 cold 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! |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 20.5 - 28.7 Acid Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 40% chance to corrode armour by 30% While equipped: Stats +10 Dex +3 Mag dps ---------- Phys.crit +11.0% Crit.mult +16.00% Apr +11 ----- def ----- Resists +12% acid Crit.dmg- 15.00% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Disrupt/Master Power 47.0 - 65.8 Light Uses 100% Str Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +17 nature On Hit: * 25% chance to remove a magical effect On Crit: * cripple the target While equipped: dps ---------- Phys.crit +13.0% ----- def ----- Armour +2 Poison- +15% Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Arcane Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +6 Crit +3.5% Atk.spd 100% Melee+ +7 acid +4 mind On Crit: * splashes the target with acid While equipped: Stats +1 Str +4 Dex dps ---------- Res.pen +20% physical Acc +4 (+1 eff.) ----- def ----- Resists +2% physical Max.HP +20.00 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Arcane Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +14 fire While equipped: dps ---------- Res.pen +20% light ----- def ----- Armour +6 Resists +9% acid +2% physical +9% nature Crit.dmg- 15.00% Phys.save +20 (+5 eff.) Stun/Frz- +25% One-handed war axes. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +8 Str +7 Mag +4 Wil +6 Con dps ---------- Phys.pwr +14 (+3 eff.) Res.pen +10% lightning Melee Ret 8 lightning ----- def ----- Armour +13 Phys.save +14 (+3 eff.) Mind.save +15 (+5 eff.) Max.HP +70.00 ---------- misc See.Invis +3 Size +1 Create a temporary shield that absorbs 311 damage Puts all charms on 27 cooldown A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% darkness +11% physical Res.pen +11% physical Melee Ret 8 darkness ----- def ----- Resists +18% light +6% acid Spell.save +20 (+10 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil ----- def ----- Defense +11 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +6% light +15% fire Spell.save +11 (+5 eff.) Silence- +10% Disarm- +10% Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +25% mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +2 (+0 eff.) Resists +9% acid +6% cold +0% nature +12% lightning Max.HP +40.00 Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +15% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +5 Defense +16 (+5 eff.) Rng.Def +6 (+2 eff.) Resists +0% lightning +2% physical Phys.save +26 (+6 eff.) Spell.save +16 (+8 eff.) Mind.save +23 (+8 eff.) Die.at -70.00 life Confus- +5% Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +2.0% Phys.pwr +10 (+2 eff.) Dmg.mod +3% blight +12% physical Res.pen +10% physical ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Phys.save +12 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Ego+] Psionic While equipped: Stats +5 Cun dps ---------- Crit.mult +14.00% ----- def ----- Defense +3 (+1 eff.) ---------- misc Hate/m.crit +4.00 Psi/m.crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Dmg.mod +24% light Res.pen +15% light +15% fire ----- def ----- Armour +3 Fatigue +3% Resists +15% light ---------- misc Light +3 Rush: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +6 Fatigue +1% Resists +9% cold +3% nature +1% physical Disarm- +15% Pinning- +20% Stun/Frz- +5% ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +10 (+3 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.crit +5% Dmg.mod +3% mind ----- def ----- Armour +11 Fatigue +3% ---------- misc Psi/ret +0.12 Max.psi +10.00 Infravis +3 Telepathy Dragon All Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T3 hands armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Melee+ 9 fire Dmg.mod +6% fire ----- def ----- Armour +6 Resists +9% lightning +7% fire +3% light Mind.save +10 (+3 eff.) Die.at -20.00 life Max.HP +51.00 HP.reg +1.30 Pinning- +15% ---------- misc Stam/turn +0.50 Max.stam +21.00 Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Acc +6 Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 fire On Hit: 10% Slumber 3 On Hit: 10% Battle Shout 3 On Hit: 10% Fire Breath 3 On Hit: * 40% chance to cause random gloom Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 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. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +6% light +4% fire ----- def ----- Armour +1 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +15% fire Poison- +10% Disarm- +10% Pinning- +20% Stun/Frz- +20% Unarmed combat: Power 7.5 - 8.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 fire On Hit: 10% Fire Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+7 eff.) ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Dex, 40% Str, 40% Cun Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 100% Destroy Magic 5 On Hit: 15% Mana Clash 3 On Hit: 10% Aura of Silence 1 On Hit: * 50 arcane resource burn Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 162.06 arcane damage and stunned). Uses 88 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() 1.0 T5 hands armor [Random Unique] Arcane/Nature While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.crit +8% Spell.pwr +11 (+5 eff.) Melee+ 14 arcane 12 physical Dmg.mod +8% physical ----- def ----- Armour +11 Resists +5% arcane ---------- misc Mana/turn +0.40 Unarmed combat: Power 26.0 - 28.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +7 Crit +5.0% Atk.spd 100% Phasing +50% Melee+ +12 lightning +8 physical +22 arcane On Hit.r1 +12 physical On Crit.r2 +15 physical On Hit: 10% Elemental Bolt 5 On Hit: 10% Manathrust 3 On Hit: 10% Sand Breath 5 Disperse Magic: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor [Rare] Master While equipped: Stats +4 Str +3 Wil +3 Con dps ---------- Dmg.mod +6% light Res.pen +15% nature Melee Ret 8 nature ----- def ----- Armour +2 Disarm- +20% ---------- misc Light +3 Masteries +0.20 Technique/Grappling Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% Melee+ +16 nature On Hit: 10% Disarm 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T5 hands armor [Ego+] Master/Psionic While equipped: Stats +7 Cun +9 Dex dps ---------- Acc +10 (+2 eff.) Apr +11 ----- def ----- Armour +3 HP.reg +2.60 ---------- misc Stam/turn +1.70 Max.stam +36.00 Unarmed combat: Power 28.5 - 31.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Acc +10 Apr +13 Crit +5.0% Atk.spd 100% On Hit: 10% Slumber 5 On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T3 head armor [Rare] Nature While equipped: Stats +5 Cun dps ---------- Acc +6 (+1 eff.) Melee Ret 8 acid On Hit (Melee): * Slows global speed by 30% On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +7 (+2 eff.) Fatigue +4% Resists +12% acid +5% arcane +6% lightning Spell.save +9 (+4 eff.) ---------- misc Light +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 29.87 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Spell.crit +3% Mind.crit +7% Mind.pwr +2 (+1 eff.) Res.pen +5% arcane +20% mind Phasing +40% ----- def ----- Armour +3 Fatigue +3% Resists +9% fire +15% light +15% darkness Spell.save +10 (+5 eff.) ---------- misc Max.vim +40.00 Telepathy All A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Str +4 Mag +4 Wil dps ---------- Spell.crit +2% Dmg.mod +7% blight +7% arcane ----- def ----- Armour +1 Fatigue -7% Crit.dmg- 15.00% ---------- misc Light +2 Infravis +3 A cap made of leather. |
![]() 3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +9% mind Res.pen +25% mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +5% Resists +12% nature +7% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Str dps ---------- On Hit (Melee): * Slows global speed by 30% * 20 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +3% blight +9% light +3% nature Mind.save +0 (+0 eff.) ---------- misc Max.hate +2.00 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +6% fire Res.pen +20% fire On Hit (Melee): * 22 arcane resource burn * Slows global speed by 33% * 30% chance to inflict 15% damage reduction ----- def ----- Defense +2 (+0 eff.) Resists +6% blight +9% cold +5% arcane +12% darkness Mind.save +10 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +6 Str +8 Dex +5 Con ----- def ----- Armour +5 Fatigue +5% Resists +25% darkness Phys.save +13 (+3 eff.) Mind.save +14 (+5 eff.) ---------- misc Infravis +7 Battle Cry: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 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 hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego+] Nature While equipped: Stats +8 Cun dps ---------- Acc +10 (+2 eff.) On Melee Ret: * 18% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+4 eff.) Fatigue +5% A cap made of leather. |
![]() 3.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +20% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Fatigue +4% Resists +12% light +9% mind Phys.save +13 (+3 eff.) ---------- misc Light +3 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 +8 Str ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +14% temporal A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +1 Mag +7 Wil dps ---------- Dmg.mod +6% darkness Melee Ret 12 darkness ----- def ----- Armour +3 Fatigue +3% Resists +11% blight +9% fire +12% darkness Crit.dmg- 5.00% Mind.save +11 (+4 eff.) ---------- misc Infravis +3 Telepathy All A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+1 eff.) Acc +0 (+0 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal Mind.save +0 (+0 eff.) Cut- +15% Silence- +5% Disarm- +15% Pinning- +10% Stun/Frz- +25% ---------- misc Light +0 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
![]() 14.0 T5 heavy armor [Random Unique] Master While equipped: Stats +2 Str +4 Mag +3 Cun dps ---------- Res.pen +10% temporal ----- def ----- Armour +24 Defense +5 (+1 eff.) Fatigue +16% Resists +20% acid +18% physical +19% cold +19% lightning +42% fire HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% ---------- misc Infravis +2 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor [Ego++] Arcane While equipped: Stats +9 Str +8 Mag +9 Wil +9 Con dps ---------- Phys.crit +8.0% Spell.crit +9% Mind.crit +9% Phys.pwr +22 (+4 eff.) Spell.pwr +22 (+9 eff.) Mind.pwr +18 (+6 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +27% Resists +18% lightning +13% fire -17% light +12% darkness Phys.save +9 (+2 eff.) Spell.save +9 (+4 eff.) Mind.save +9 (+3 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Rare] Master While equipped: Stats +3 Str +2 Dex +4 Wil +9 Cun +3 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +27% acid +9% darkness Crit.dmg- 10.00% Heal/summ +30 ---------- misc Psi/ret +0.20 Light +3 A suit of armour made of mail. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Dmg.mod +21% mind +18% arcane Res.pen +15% acid +10% mind ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +10% mind +30% temporal Mind.save +25 (+8 eff.) HP.reg +8.00 ---------- misc Stam/turn +2.50 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature/Master While equipped: Stats +9 Cun +9 Dex ----- def ----- Armour +17 Defense +14 (+4 eff.) Fatigue +8% Max.HP +60.00 A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Psionic While equipped: Stats +7 Cun +6 Wil ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Mind.save +14 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +15% light +15% darkness +7% arcane Spell.save +14 (+7 eff.) A suit of armour made of leather. |
![]() 17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+2 eff.) Fatigue +12% Phys.save +12 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
![]() 17.0 T4 massive armor [Ego] Master While equipped: ----- def ----- Armour +28 Defense +7 (+2 eff.) Fatigue +26% Resists +26% lightning A suit of armour made of metal plates. |
![]() 3.0 T5 arrow ammo [Ego++] Nature/Psionic Power 53.5 - 74.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 20 Ranged+ +21 gravity +45 darkness Against +18% Living On Hit: * 10% chance to crush the target Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Ego++] Arcane/Master Power 19.0 - 26.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +11 Crit +12.0% Capacity 51 Rld cld 3 On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
![]() 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 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 [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +21% lightning Apr +6 Melee Ret 12 lightning 16 light ----- def ----- Resists +3% light While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 cooldown Level 3.0 Pwr.cost 23 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 71 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +7 Wil dps ---------- Phys.crit +4.0% Spell.crit +2% Crit.mult +13.00% Phys.pwr +7 (+1 eff.) Res.pen +20% temporal ----- def ----- Phys.save +7 (+1 eff.) Heal.mod +11% Blind- +25% Confus- +18% ---------- misc Mana/turn +0.12 Light +7 See.Stealth +8 See.Invis +8 Track: Puts all charms on 36 cooldown Level 2.4 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 43 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +0% all +15% temporal ----- def ----- Resists +12% all +15% temporal Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 18 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 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 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. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 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. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 178 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 water salve [power 52] amazing water salve [power 52]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 217% efficiency and 54% cooldown modifier. Remove 3 mental effects and grants a water aura (52% blight, mind and acid affinity). Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
great fiery salve [power 46] great fiery salve [power 46]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 217% efficiency and 54% cooldown modifier. Remove 2 magical effects and grants a fiery aura (46% fire, light and lightning affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
great frost salve [power 46] great frost salve [power 46]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 217% efficiency and 54% cooldown modifier. Remove 2 physical effects and grants a frost aura (46% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
great healing salve [power 642] great healing salve [power 642]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 217% efficiency and 54% cooldown modifier. Heal 642 Puts Talent Medical Injector on 14 cooldown Medical salve. |
potent healing salve [power 435] potent healing salve [power 435]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 217% efficiency and 54% cooldown modifier. Heal 435 Puts Talent Medical Injector on 14 cooldown Medical salve. |
powerful fiery salve [power 39] powerful fiery salve [power 39]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 217% efficiency and 54% cooldown modifier. Remove 2 magical effects and grants a fiery aura (39% fire, light and lightning affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 39] powerful frost salve [power 39]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 217% efficiency and 54% cooldown modifier. Remove 2 physical effects and grants a frost aura (39% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 538] powerful healing salve [power 538]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 217% efficiency and 54% cooldown modifier. Heal 538 Puts Talent Medical Injector on 14 cooldown Medical salve. |
powerful water salve [power 39] powerful water salve [power 39]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 217% efficiency and 54% cooldown modifier. Remove 2 mental effects and grants a water aura (39% blight, mind and acid affinity). Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
simple frost salve [power 27] simple frost salve [power 27]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 217% efficiency and 54% cooldown modifier. Remove 1 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
simple healing salve [power 331] simple healing salve [power 331]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 217% efficiency and 54% cooldown modifier. Heal 331 Puts Talent Medical Injector on 14 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 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: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% mind Res.pen +25% light Melee Ret 20 light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% light ---------- misc Light +1 Wards +2 physical +3 mind +3 darkness Talents +1 Ward Teleport randomly (rad 30) Puts all charms on 27 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +3% physical +9% light +12% mind Blind- +20% Poison- +15% Disease- +10% Stun/Frz- +10% ---------- misc Talents +3 Rushing Claws Cooldown Rushing Claws -1 Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego+] Nature While equipped: ---------- misc Talents +4 Lay Web Cooldown Lay Web -1 Remove up to 4 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +5 Str +1 Dex +2 Con ----- def ----- Armour +6 Heal.mod +15% ---------- misc Max.vim +6.00 Reveal the area around you, dispelling darkness (radius 9, power 43 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T5 white gem [Plot Item] 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: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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. |
Achievements
By Nibnab the Cornac Sawbutcher level 44
37th Pyre 123rd year of Ascendancy at 05:11 see stats
By Nibnab the Cornac Sawbutcher level 44
35th Pyre 123rd year of Ascendancy at 16:24 see stats
By Nibnab the Cornac Sawbutcher level 48
57th Pyre 123rd year of Ascendancy at 20:37 see stats
By Nibnab the Cornac Sawbutcher level 10
2nd Mirth 122nd year of Ascendancy at 17:56 see stats
By Nibnab the Cornac Sawbutcher level 46
55th Pyre 123rd year of Ascendancy at 04:30 see stats
By Nibnab the Cornac Sawbutcher level 32
14th Pyre 123rd year of Ascendancy at 02:41 see stats
By Nibnab the Cornac Sawbutcher level 32
13rd Pyre 123rd year of Ascendancy at 21:35 see stats
By Nibnab the Cornac Sawbutcher level 27
41st Regrowth 123rd year of Ascendancy at 14:34 see stats
By Nibnab the Cornac Sawbutcher level 39
28th Pyre 123rd year of Ascendancy at 16:46 see stats
By Nibnab the Cornac Sawbutcher level 10
79th Pyre 122nd year of Ascendancy at 12:47 see stats
By Nibnab the Cornac Sawbutcher level 20
27th Dusk 122nd year of Ascendancy at 16:07 see stats
By Nibnab the Cornac Sawbutcher level 30
48th Regrowth 123rd year of Ascendancy at 21:13 see stats
By Nibnab the Cornac Sawbutcher level 40
29th Pyre 123rd year of Ascendancy at 23:22 see stats
By Nibnab the Cornac Sawbutcher level 50
9th Mirth 123rd year of Ascendancy at 16:23 see stats
By Nibnab the Cornac Sawbutcher level 22
10th Decay 122nd year of Ascendancy at 18:33 see stats
By Nibnab the Cornac Sawbutcher level 42
32nd Pyre 123rd year of Ascendancy at 07:27 see stats
By Nibnab the Cornac Sawbutcher level 24
40th Regrowth 123rd year of Ascendancy at 00:51 see stats
By Nibnab the Cornac Sawbutcher level 46
55th Pyre 123rd year of Ascendancy at 05:47 see stats
By Nibnab the Cornac Sawbutcher level 15
13rd Dusk 122nd year of Ascendancy at 23:23 see stats
By Nibnab the Cornac Sawbutcher level 11
7th Flare 122nd year of Ascendancy at 08:40 see stats
By Nibnab the Cornac Sawbutcher level 30
49th Regrowth 123rd year of Ascendancy at 16:08 see stats
By Nibnab the Cornac Sawbutcher level 50
2nd Dusk 123rd year of Ascendancy at 15:28 see stats
By Nibnab the Cornac Sawbutcher level 10
1st Summertide 122nd year of Ascendancy at 21:43 see stats
By Nibnab the Cornac Sawbutcher level 49
2nd Mirth 123rd year of Ascendancy at 18:00 see stats
By Nibnab the Cornac Sawbutcher level 30
49th Regrowth 123rd year of Ascendancy at 09:12 see stats
By Nibnab the Cornac Sawbutcher level 21
30th Dusk 122nd year of Ascendancy at 08:13 see stats
By Nibnab the Cornac Sawbutcher level 14
12nd Dusk 122nd year of Ascendancy at 14:43 see stats
By Nibnab the Cornac Sawbutcher level 43
34th Pyre 123rd year of Ascendancy at 16:16 see stats
Log
Resting starts...
Talent Implant: Medical Injector is ready to use.
Talent Pain Enhancement System is ready to use.
Talent Saw Wheels is ready to use.
Talent Continuous Butchery is ready to use.
Talent Tempest of Metal is ready to use.
Talent Mow Down is ready to use.
Rested for 4 turns (stop reason: dialog is displayed).
Nibnab activates Tempest of Metal.
Nibnab activates Mow Down.
Resting starts...
Talent Melting Point is ready to use.
Rested for 3 turns (stop reason: dialog is displayed).
Nibnab activates Melting Point.
Resting starts...
Talent Relentless Pursuit is ready to use.
Rested for 31 turns (stop reason: all resources and life at maximum).
Nibnab deactivates Tempest of Metal.
Nibnab deactivates Melting Point.
Nibnab deactivates Grinding Shield.
Nibnab deactivates Mow Down.
Nibnab deactivates Furnace.
Nibnab deactivates Overheat Saws.