
















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 | 47 / 22% |
Size | big |
Lifes / Deaths | Killed by nightmare horror at level 40 on the 71st Haze 122nd year of Ascendancy at 16:23 2 / 6Killed by Emelobeth the orc cryomancer at level 44 on the 9th Regrowth 123rd year of Ascendancy at 19:34 Killed by orc cryomancer at level 44 on the 9th Regrowth 123rd year of Ascendancy at 22:33 Killed by Atamathon the Giant Golem at level 47 on the 42nd Regrowth 123rd year of Ascendancy at 13:25 Killed by Atamathon the Giant Golem at level 47 on the 42nd Regrowth 123rd year of Ascendancy at 14:26 Killed by Nibnab at level 47 on the 42nd Regrowth 123rd year of Ascendancy at 14:31 |
Primary Stats
Strength | 140 (base 60) |
Dexterity | 81 (base 59) |
Constitution | 26 (base 13) |
Magic | 25 (base 7) |
Willpower | 53 (base 16) |
Cunning | 96 (base 65) |
Resources
Life | 1171/1171 |
Psi | 143/143 |
Steam | 100/100 |
Healing Factor | 1.4464489795919 |
Regeneration | 13.668942857143 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 5 |
See Stealth | 69.429770371043 |
See Invisible | 72.429770371043 |
Offense: Mainhand
Damage | 197 |
Accuracy | 78 |
Crit Chance | 81% |
APR | 95 |
Speed | 1.00 |
Offense: Offhand
Damage | 106 |
Accuracy | 78 |
Crit Chance | 81% |
APR | 95 |
Speed | 1.00 |
Offense: Spell
Spellpower | 35 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Physical | +9% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Nature | +45% |
Lightning | +36% |
Physical | +25% |
Fire | +25% |
Darkness | +60% |
Arcane | +75% |
Mind | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 69.723073231957 (93.924050632911%) |
Defense | 56 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 56 |
Spell Save | 39 |
Mental Save | 55 |
Defense: Resistances
Acid | + 41%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 38%( 70%) |
All | + 15%( 70%) |
Lightning | + 62%( 70%) |
Light | + 26%( 70%) |
Mind | + 20%( 70%) |
Physical | + 46%( 70%) |
Fire | + 69%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 43% |
Poison Resistance | 60% |
Disarm Resistance | 0% |
Bleed Resistance | 80% |
Teleport Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 22.0 steam per turn. Can be activated for an instant burst of 110 steam. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 208% efficiency and cooldown mod of 58%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 170% efficiency and cooldown mod of 52%. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
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 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
Steamtech / Engineering | 1.10 |
| 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 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Blacksmith | 1.20 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | 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 failed to protect the lost tinker from death by Gloritta the forest wight. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
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 failed to protect the lost tinker from death by Belyvena the giant yellow ant. Escort: lost tinker (level 3 of Dreadfell) | failed |
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 Velesenn the ghoul. Escort: lost tinker (level 5 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Eilinayata the skeleton archer. Escort: lost tinker (level 6 of Dreadfell) | failed |
You failed to protect the lost tinker from death by skeleton warrior. 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 Wrathroot. * 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. 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 stoneskin. You have aided Ungrol of Last Hope in creating an 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 within14 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 | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Phys.save +15 (+4 eff.) Pinning- +125% Knockbk- +25% Teleport- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 12/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() 1.0 T5 lite [Random Unique] Master/Psionic While equipped: dps ---------- Phys.crit +2.0% Res.pen +25% arcane +25% all Apr +26 ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Phys.save +6 (+2 eff.) Mind.save +15 (+5 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +8 See.Stealth +22 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Acc +25 (+5 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +6% mind +12% fire Crit.dmg- 10.00% Mind.save +5 (+2 eff.) Die.at -80.00 life Stun/Frz- +20% ---------- misc Light +7 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T3 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Wil +6 Mag dps ---------- Melee+ 7 arcane ----- def ----- Armour +6 Resists +3% arcane Mind.save +8 (+3 eff.) Max.HP +52.00 ---------- misc Talents +5 Spring Grapple Unarmed combat: Power 22.5 - 24.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Acc +3 Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 arcane On Hit: 10% Manathrust 3 On Hit: 10% Battle Shout 3 Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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. |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 36) Puts all charms on 30 cooldown 100% to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 7 bleed Ranged+ 9 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +11 Cun +6 Dex dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +7 (+3 eff.) Res.pen +10% darkness +15% mind Acc +8 (+1 eff.) ----- def ----- Mind.save +9 (+3 eff.) Confus- +33% Rings can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +9 Dex +17 Wil +15 Lck dps ---------- Phasing +20% Acc +17 (+3 eff.) ----- def ----- Defense +20 (+6 eff.) Spell.save +30 (+10 eff.) Unseen.red 14% ---------- misc Mana/s.crit +3.00 Max.mana +60.00 Max.vim +20.00 Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 steamsaw 1H weapon [Rare] Nature/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +45 Crit +25.0% Atk.spd 100% Block +96 On Hit: * 23% chance to daze at end of turn Uses 1.0 Steam While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con dps ---------- Res.pen +11% lightning +20% nature ----- def ----- Armour +13 Defense +11 (+4 eff.) Fatigue +12% Resists +4% physical Crit.dmg- 15.00% Cut- +20% Stun/Frz- +40% Teleport- +20% ---------- 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 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. |
In off hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Master/Psionic/Steamtech Power 49.0 - 73.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +45 Crit +25.0% Atk.spd 100% Block +96 On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * wounds the target for 7 turns: 22 bleeding, 71% reduced healing Uses 1.0 Steam While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +9 (+2 eff.) Dmg.mod +9% physical Melee Ret 12 physical ----- def ----- Armour +11 Defense +20 (+6 eff.) Rng.Def +9 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +2 Mag dps ---------- Res.pen +25% darkness On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +7 (+2 eff.) Resists +30% lightning +13% fire +13% light Crit.dmg- 15.00% Stealth +6 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T4 massive armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +6 Mag +8 Wil dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Phys.pwr +15 (+3 eff.) Spell.pwr +18 (+7 eff.) Mind.pwr +22 (+7 eff.) Dmg.mod +6% fire Res.pen +25% arcane ----- def ----- Armour +22 Defense +7 (+2 eff.) Fatigue +26% Resists +31% acid +9% physical +25% lightning +7% cold +5% arcane +9% fire HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 149% efficiency and cooldown mod of 62%. Its effects scale with your Dexterity 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 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 210% efficiency and cooldown mod of 67%. 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 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 128% efficiency and cooldown mod of 63%. 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 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.2 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Cunning 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 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 22.2 steam per turn. Can be activated for an instant burst of 111 steam. Its effects scale with your Strength 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 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 17.4 steam per turn. Can be activated for an instant burst of 87 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 13% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 25 for 11 turns. While Heroism is active, you will only die when reaching -825 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 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 18). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 36) for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 physical effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.4 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 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 9. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire Res.pen +25% arcane +25% fire ----- def ----- Resists +21% lightning +5% arcane Stun/Frz- +38% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% light Res.pen +10% blight +25% light Melee Ret 8 blight On Hit (Melee): * 20% chance to disease ----- def ----- Fatigue -7% Resists +6% blight HP.reg +2.80 ---------- misc Light +3 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Res.pen +20% light Melee Ret 8 light ----- def ----- Resists +16% blight +12% fire +13% nature +6% light Poison- +22% Disease- +28% ---------- misc Light +3 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Lck dps ---------- Res.pen +15% arcane Acc +10 (+2 eff.) Melee Ret 8 arcane ----- def ----- Armour +6 Defense +18 (+5 eff.) Resists +16% fire +5% arcane +18% cold Res.Cap +4% all Phys.save +15 (+4 eff.) Unseen.red 16% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+10 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 30 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 19% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 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 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Res.pen +20% mind Melee Ret 8 mind ----- def ----- Mind.save +45 (+12 eff.) Heal.mod +17% Cut- +60% ---------- misc Max.hate +10.00 Telepathy Humanoid/Orc Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 290 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +11% lightning Stun/Frz- +23% Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid Res.pen +5% darkness On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +9% darkness +6% acid Mind.save +6 (+2 eff.) Confus- +30% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +25% darkness +20% temporal Melee Ret 20 darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +17% acid +16% fire +17% cold +18% lightning Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +15% lightning +15% physical +3% mind Melee Ret 8 light ----- def ----- Fatigue -8% Resists +30% lightning +15% physical ---------- misc Max.enc +31 Equi/ret +0.04 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex +1 Wil +5 Cun dps ---------- Spell.crit +1% Dmg.mod +6% arcane Acc +7 (+1 eff.) ----- def ----- Resists +9% nature Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +80.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +3 Str +7 Dex +4 Con dps ---------- Dmg.mod +15% light On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +20% blight +17% nature +6% acid Poison- +21% Disease- +22% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% arcane +20% fire Res.pen +10% arcane Acc +17 (+3 eff.) Apr +16 Melee Ret 12 nature ----- def ----- Defense +17 (+5 eff.) Resists +5% arcane +40% fire +3% nature +9% temporal Phys.save +18 (+5 eff.) Spell.save +14 (+5 eff.) Mind.save +18 (+6 eff.) Max.HP +92.00 HP.reg +2.00 Heal.mod +30% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +8 Con dps ---------- Phys.pwr +13 (+3 eff.) ----- def ----- Blind- +32% ---------- misc Infravis +5 See.Stealth +20 See.Invis +21 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+3 eff.) HP.reg +1.90 Stun/Frz- +22% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Dex +4 Mag +4 Wil dps ---------- Dmg.mod +14% darkness Melee Ret 12 blight ----- def ----- Fatigue -6% Resists +28% darkness Crit.dmg- 15.00% ---------- misc See.Invis +12 Telepathy Dragon Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% acid +21% lightning Res.pen +25% lightning ----- def ----- Resists +28% acid +6% light ---------- misc Light +3 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Dmg.mod +16% acid Melee Ret 4 fire ----- def ----- Resists +32% acid +11% blight +6% fire +19% nature +5% arcane Spell.save +15 (+5 eff.) Poison- +22% Disease- +27% ---------- misc Max.stam +29.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +8 Mag +8 Wil +16 Cun dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +29 (+11 eff.) Mind.pwr +29 (+9 eff.) Dmg.mod +20% arcane ----- def ----- Resists +20% arcane Phys.save +6 (+2 eff.) Blind- +25% Disease- +10% Confus- +20% Stun/Frz- +20% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +0.80 Stun/Frz- +24% Rings can have magical properties. |
![]() 3.0 T4 longsword 1H weapon [Random Unique] Disrupt/Master/Psionic Power 36.5 - 51.1 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Against +13% Unnatural On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * cripple the target While equipped: Stats +3 Dex +5 Wil +3 Con dps ---------- Phys.crit +8.0% ----- def ----- Fatigue -8% ---------- misc Infravis +2 Telepathy Demon/Minor Demon/Major Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Master Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Crit.mult +18.00% Dmg.mod +6% blight +8% physical Res.pen +11% physical Acc +10 (+2 eff.) Apr +18 On Hit (Melee): * 20% chance to disease ----- def ----- Defense +10 (+3 eff.) Resists +6% blight +3% temporal Disarm- +38% Def/telep +10 Res/telep +10% Dur/telep +10% Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +10 fire While equipped: ----- def ----- Resists +9% blight +18% cold Spell.save +6 (+2 eff.) Disease- +15% Disarm- +15% Confus- +15% Pinning- +30% Stun/Frz- +20% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Master/Psionic Power 45.0 - 63.0 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +19 mind On Hit: * 30% chance to cause random gloom While equipped: Stats +5 Cun +6 Wil dps ---------- Phys.crit +24.0% Crit.mult +44.00% Apr +23 Melee Ret 4 lightning ---------- misc Vim/s.crit +2.00 Max.mana +80.00 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +6 Str dps ---------- Phys.crit +2.0% Dmg.mod +15% physical Acc +25 (+5 eff.) On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Defense +12 (+4 eff.) Disarm- +48% ---------- misc Stam/turn +0.40 Stam/ret +1.80 Max.stam +35.00 Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego++] Nature This natural sand should be returned to the wyrm. This natural mindstar summons a caller. Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +4% physical Res.pen +4% physical Melee Ret 6 physical ----- def ----- Resists +6% physical Burrow: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 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 20 of target armor and 10% 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. |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +96 Uses 1.0 Steam While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +8 (+2 eff.) Res.pen +13% physical Acc +14 (+3 eff.) Apr +14 ----- def ----- Armour +10 Defense +19 (+6 eff.) Rng.Def +9 (+2 eff.) Fatigue +12% Resists +24% cold +1% physical Disease- +5% Silence- +15% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 18.5 - 27.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +49 Uses 1.0 Steam While equipped: Stats +2 Con dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +12% blight +6% cold +9% mind Mind.save +12 (+4 eff.) Disarm- +16% Stun/Frz- +30% Knockbk- +20% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Psionic/Steamtech Power 39.5 - 59.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +92 On Hit: * Slows global speed by 40% * 25% chance to put talents on cooldown Uses 1.0 Steam While equipped: Stats +5 Str dps ---------- Dmg.mod +9% nature Melee Ret 8 nature 37 fire On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +26% lightning +20% fire +9% nature ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 30.0 - 42.0 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 40% chance to cause random gloom While equipped: Stats +4 Con ----- def ----- Resists +9% mind Crit.dmg- 15.00% ---------- misc Infravis +3 Telepathy Humanoid/Orc One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 lightning +8 cold +8 light On Hit: * 20% chance to blind * 25% chance for lightning to arc to a second target On Crit: * cripple the target While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% light Res.pen +5% mind On Hit (Melee): * 15% chance to blind One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Slows global speed by 40% * Random elemental explosion While equipped: Stats +5 Wil dps ---------- Dmg.mod +24% nature Res.pen +9% acid +9% lightning +9% fire +10% nature +8% cold ---------- misc Light +3 See.Invis +12 One-handed war axes. |
![]() 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Size +0 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +1 Wil +4 Cun +6 Lck dps ---------- Crit.mult +10.00% Mind.pwr +16 (+6 eff.) Melee Ret 8 mind 16 blight ----- def ----- Stealth +7 ---------- misc T.Disarm +7 Psi/ret +0.08 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+4 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light ----- def ----- Defense +1 (+0 eff.) Resists +3% acid +6% light +0% lightning Max.HP +33.00 Stun/Frz- +0% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Mind.crit +1% ----- def ----- Armour +13 Defense +23 (+7 eff.) Resists +30% cold +50% fire +5% arcane +47% light Spell.save +44 (+15 eff.) Mind.save +35 (+10 eff.) Stealth +30 Max.HP +59.00 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] Master While equipped: Stats +2 Con dps ---------- Crit.mult +25.00% S.pwr/crit +6 Phasing +40% ----- def ----- Defense +13 (+4 eff.) Phys.save +11 (+3 eff.) ---------- misc Max.mana +60.00 See.Invis +6 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: Stats +6 Str +7 Wil dps ---------- Dmg.mod +6% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +2 (+1 eff.) Resists +0% lightning Phys.save +8 (+2 eff.) Mind.save +9 (+3 eff.) Die.at -50.00 life Stun/Frz- +0% ---------- misc Light +2 Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +20% physical Apr +4 ----- def ----- Armour +3 Fatigue +2% Resists +2% physical Max.HP +50.00 HP.reg +0.60 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Res.pen +11% temporal +11% darkness +25% mind Melee Ret 12 mind ----- def ----- Armour +1 Fatigue +1% Resists +12% temporal +14% darkness +9% light Def/telep +12 Res/telep +11% Dur/telep +13% ---------- misc Light +2 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +11 Lck +5 Dex dps ---------- Melee Ret 20 mind ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +2% physical Crit.dmg- 15.00% Stealth +11 Die.at -80.00 life Poison- +10% Teleport- +15% 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 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +31% Confus- +27% Stun/Frz- +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Rare] Nature While equipped: Stats +4 Str +5 Cun +5 Con dps ---------- Melee+ 8 physical Dmg.mod +5% physical Melee Ret 12 fire ----- def ----- Armour +7 ---------- misc Light +3 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +8 physical On Crit.r2 +8 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 11 physical Dmg.mod +7% physical On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +22 Resists +9% light Spell.save +12 (+4 eff.) Pinning- +30% Stun/Frz- +20% Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +11 physical On Crit.r2 +11 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Res.pen +10% physical Acc +18 (+3 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Rng.Def +9 (+2 eff.) Spell.save +12 (+4 eff.) Die.at -40.00 life Max.HP +50.00 Unarmed combat: Power 17.5 - 19.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Acc +9 Apr +3 Crit +12.0% Atk.spd 100% Phasing +40% On Hit.r1 +8 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+1 eff.) Dmg.mod +9% fire On Hit (Melee): * 30% chance to blind ----- def ----- Armour +1 Resists +9% fire ---------- misc Light +2 Unarmed combat: Power 14.0 - 19.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% On Hit.r1 +8 fire On Hit: * 40% chance to blind Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 26.0 - 36.4 Physical Uses 40% Wil, 40% Str, 40% Dex 40% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% On Hit: 5% Slash 3 On Hit: 10% Dominate 3 Frost Grab: Level 4.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 56.37 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str dps ---------- Phys.pwr +0 (+0 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +0 (+0 eff.) Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 217.00 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 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 (+5 eff.) ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Str, 40% Cun, 40% Dex 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 154.00 arcane damage and stunned). Uses 100 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. |
![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
![]() 1.5 T3 hands armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% acid +15% fire Res.pen +10% acid Acc +10 (+2 eff.) On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +2 Resists +10% darkness +12% acid ---------- misc Infravis +3 Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Acc +8 Apr +9 Crit +14.0% Atk.spd 83% Melee+ +19 darkness +16 acid On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +3 Cun +1 Con dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +20% lightning Acc +0 (+0 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning ---------- misc Light +3 Telepathy Demon/Minor Demon/Major A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +24% arcane Res.pen +15% darkness +25% arcane Melee Ret 12 darkness ----- def ----- Armour +5 Fatigue +5% Resists +24% mind Mind.save +30 (+9 eff.) Confus- +49% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% temporal Acc +0 (+0 eff.) On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +1 Fatigue +1% Resists +5% cold +3% nature +12% temporal Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +0 Breathe water A hat made of leather. Very stylish. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 30 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 27.16 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. |
![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical Acc +0 (+0 eff.) ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Light +0 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +7 Dex dps ---------- Res.pen +25% nature Melee Ret 20 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue +3% Resists +6% light A hat made of leather. Very stylish. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +5 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Mind.pwr +4 (+2 eff.) Res.pen +10% physical Acc +0 (+0 eff.) Apr +6 ----- def ----- Armour +3 Fatigue +5% Mind.save +6 (+2 eff.) Die.at -80.00 life Max.HP +30.00 ---------- misc Light +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 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 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Melee Ret 16 light On Hit (Melee): * Slows global speed by 30% * 30% chance to blind ----- def ----- Resists +6% lightning +6% cold +6% nature Spell.save +15 (+5 eff.) Max.HP +31.00 ---------- misc Max.stam +23.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Armour +6 Resists +6% darkness +18% fire Crit.dmg- 15.00% Phys.save +9 (+3 eff.) Knockbk- +10% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str dps ---------- Crit.mult +13.00% Phys.pwr +7 (+1 eff.) Apr +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +25% temporal Apr +3 ----- def ----- Armour +14 Defense +16 (+5 eff.) Rng.Def +9 (+2 eff.) Resists +8% physical Die.at -80.00 life ---------- misc Max.stam +15.00 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 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: dps ---------- Spell.crit +3% Res.pen +5% blight ----- def ----- Armour +2 Max.HP +59.00 Blind- +10% Disease- +10% Pinning- +15% ---------- misc Max.mana +40.00 Light +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 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 [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 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
great healing salve [power 493] great healing salve [power 493]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 170% efficiency and 52% cooldown modifier. Heal 493 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent healing salve [power 334] potent healing salve [power 334]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 170% efficiency and 52% cooldown modifier. Heal 334 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful fiery salve [power 30] powerful fiery salve [power 30]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 170% efficiency and 52% cooldown modifier. Remove 2 magical effects and grants a fiery aura (30% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 30] powerful frost salve [power 30]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 170% efficiency and 52% cooldown modifier. Remove 2 physical effects and grants a frost aura (30% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 414] powerful healing salve [power 414]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 170% efficiency and 52% cooldown modifier. Heal 414 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 30] powerful water salve [power 30]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 170% efficiency and 52% cooldown modifier. Remove 2 mental effects and grants a water aura (30% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 21] simple frost salve [power 21]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 170% efficiency and 52% cooldown modifier. Remove 1 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 255] simple healing salve [power 255]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 170% efficiency and 52% cooldown modifier. Heal 255 Puts Talent Medical Injector on 15 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 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +4 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun ----- def ----- Mind.save +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 76 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% light +6% fire Res.pen +20% fire ----- def ----- Resists +9% light +9% fire ---------- misc Light +3 Fire a blast of psionic energies in a range 8 beam dealing 46.50 to 93.00 mind damage Puts all charms on 6 cooldown 100% to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Ego+] Nature While equipped: ---------- misc Wards +2 acid +3 nature +3 light Talents +1 Ward Remove up to 3 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 10 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 +2 Str +4 Con dps ---------- Res.pen +10% fire ----- def ----- Resists +15% fire Crit.dmg- 15.00% ---------- misc Light +2 Infravis +2 Reveal the area around you, dispelling darkness (radius 9, power 47 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. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Armour +2 Resists +3% light Spell.save +3 (+1 eff.) Mind.save +18 (+6 eff.) Blind- +10% Pinning- +5% ---------- misc Talents +3 Volcano +3 Strike Cooldown Volcano -2 Strike -1 Fire a bolt of a random element with (base) damage 96 to 193 Puts all charms on 10 cooldown 100% to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +3 Void Blast Reveal the area around you, dispelling darkness (radius 12, power 50 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. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +8 Cun +2 Mag dps ---------- Res.pen +15% light ----- def ----- Resists +15% light ---------- misc Light +3 Fire a bolt of a random element with (base) damage 148 to 295 Puts all charms on 10 cooldown 100% to regenerate 9 mana. 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 [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 42
74th Haze 122nd year of Ascendancy at 23:39 see stats
By Nibnab the Cornac Sawbutcher level 42
73rd Haze 122nd year of Ascendancy at 07:57 see stats
By Nibnab the Cornac Sawbutcher level 44
6th Regrowth 123rd year of Ascendancy at 10:20 see stats
By Nibnab the Cornac Sawbutcher level 30
79th Dusk 122nd year of Ascendancy at 11:35 see stats
By Nibnab the Cornac Sawbutcher level 10
3rd Mirth 122nd year of Ascendancy at 00:59 see stats
By Nibnab the Cornac Sawbutcher level 44
4th Regrowth 123rd year of Ascendancy at 05:14 see stats
By Nibnab the Cornac Sawbutcher level 34
53rd Haze 122nd year of Ascendancy at 04:28 see stats
By Nibnab the Cornac Sawbutcher level 28
72nd Dusk 122nd year of Ascendancy at 11:24 see stats
By Nibnab the Cornac Sawbutcher level 36
64th Haze 122nd year of Ascendancy at 04:00 see stats
By Nibnab the Cornac Sawbutcher level 10
79th Pyre 122nd year of Ascendancy at 18:39 see stats
By Nibnab the Cornac Sawbutcher level 20
26th Dusk 122nd year of Ascendancy at 23:19 see stats
By Nibnab the Cornac Sawbutcher level 30
73rd Dusk 122nd year of Ascendancy at 23:49 see stats
By Nibnab the Cornac Sawbutcher level 40
71st Haze 122nd year of Ascendancy at 01:15 see stats
By Nibnab the Cornac Sawbutcher level 22
49th Dusk 122nd year of Ascendancy at 04:22 see stats
By Nibnab the Cornac Sawbutcher level 42
2nd Regrowth 123rd year of Ascendancy at 05:35 see stats
By Nibnab the Cornac Sawbutcher level 28
72nd Dusk 122nd year of Ascendancy at 10:27 see stats
By Nibnab the Cornac Sawbutcher level 44
4th Regrowth 123rd year of Ascendancy at 06:26 see stats
By Nibnab the Cornac Sawbutcher level 18
19th Dusk 122nd year of Ascendancy at 23:47 see stats
By Nibnab the Cornac Sawbutcher level 11
6th Flare 122nd year of Ascendancy at 06:12 see stats
By Nibnab the Cornac Sawbutcher level 30
79th Dusk 122nd year of Ascendancy at 19:35 see stats
By Nibnab the Cornac Sawbutcher level 11
4th Flare 122nd year of Ascendancy at 08:13 see stats
By Nibnab the Cornac Sawbutcher level 46
26th Regrowth 123rd year of Ascendancy at 15:35 see stats
By Nibnab the Cornac Sawbutcher level 30
79th Dusk 122nd year of Ascendancy at 13:27 see stats
By Nibnab the Cornac Sawbutcher level 24
64th Dusk 122nd year of Ascendancy at 16:32 see stats
By Nibnab the Cornac Sawbutcher level 18
20th Dusk 122nd year of Ascendancy at 05:26 see stats
By Nibnab the Cornac Sawbutcher level 41
73rd Haze 122nd year of Ascendancy at 02:18 see stats
Log
Nibnab deactivates Saw Wheels.
Nibnab performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem slows down.
Tempest of Metal performs a melee critical strike against Atamathon the Giant Golem!
Tempest of Metal performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem shrugs off the critical damage!
Nibnab performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem hits Nibnab for 0 fire, 138 fire, 138 fire, 138 fire (415 total damage).
Tempest of Metal hits Atamathon the Giant Golem for 82 physical, 1 physical, 6 arcane, 36 fire, 25 physical, 1 physical, 6 arcane, 36 fire (191 total damage).
Nibnab hits Atamathon the Giant Golem for 679 physical, 1 physical, 6 arcane, 36 fire, 410 physical, 1 physical, 6 arcane, 36 fire (1174 total damage).
Nibnab uses Dream Walk.
Nibnab is out of phase.
Rotting Disease from Atamathon the Giant Golem hits Nibnab for 178 blight damage.
Nibnab the level 47 cornac sawbutcher was plagued to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.
You have 2 life(s) left.
Nibnab deactivates Furnace.
Nibnab deactivates Overheat Saws.
Nibnab is free from the rotting disease.
Nibnab deactivates Tempest of Metal.
Nibnab deactivates Mow Down.
Nibnab deactivates Grinding Shield.
Nibnab is no longer out of phase.
Nibnab deactivates Melting Point.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Rotting Disease from Atamathon the Giant Golem killed Nibnab!
Saving done.
Saving game...