


















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Nightmare Adventure |
Sex | Female |
Race | Thalore |
Class | Sawbutcher |
Level / Exp | 48 / 98% |
Size | big |
Lifes / Deaths | Killed by electric eel at level 11 on the 7th Mirth 122nd year of Ascendancy at 07:21 1 / 6Killed by venom drake at level 12 on the 7th Mirth 122nd year of Ascendancy at 13:39 Killed by dreaming horror at level 20 on the 6th Flare 122nd year of Ascendancy at 15:07 Killed by elven cultist at level 26 on the 5th Dusk 122nd year of Ascendancy at 19:40 Killed by elven mage at level 30 on the 12nd Dusk 122nd year of Ascendancy at 03:05 Killed by Betoba the forest wight at level 46 on the 29th Dusk 122nd year of Ascendancy at 00:37 |
Primary Stats
Strength | 154 (base 60) |
Dexterity | 97 (base 60) |
Constitution | 56 (base 40) |
Magic | 24 (base 10) |
Willpower | 29 (base 10) |
Cunning | 90 (base 60) |
Resources
Life | 1348/1348 |
Steam | 80/80 |
Healing Factor | 1.3604703473565 |
Regeneration | 4.8942583898188 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +500.57742638485% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 10 |
Infravision | 17 |
See Stealth | 20 |
See Invisible | 23 |
Offense: Mainhand
Damage | 188 |
Accuracy | 75 |
Crit Chance | 96% |
APR | 63 |
Speed | 1.00 |
Offense: Offhand
Damage | 95 |
Accuracy | 75 |
Crit Chance | 96% |
APR | 63 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Light | +33% |
Physical | +50% |
Blight | +11% |
Arcane | +24% |
Fire | +30% |
All | +8% |
Offense: Damage Penetration
Lightning | +13% |
Physical | +25% |
Fire | +25% |
Arcane | +20% |
Cold | +14% |
All | 0% |
Defense: Base
Armour (hardiness) | 96.084537089062 (90.636262980233%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 25 |
Mental Save | 36 |
Defense: Resistances
Blight | + 47%( 70%) |
Arcane | + 27%( 70%) |
All | + 33%( 70%) |
Lightning | + 53%( 70%) |
Light | + 46%( 70%) |
Physical | + 39%( 70%) |
Darkness | + 62%( 70%) |
Fire | + 56%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Stoning Resistance | 0% |
Confusion Resistance | 40% |
Poison Resistance | 28% |
Blind Resistance | 100% |
Silence Resistance | 40% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Pinning Resistance | 80% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 61 steam. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 169 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
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 136% efficiency and cooldown mod of 60%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. |
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 156% efficiency and cooldown mod of 62%. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.50 |
| 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 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 |
talent | Saw Wheels |
detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
Quests
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 10): Near SightedYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 13): ExterminatorYou completed the challenge and received: Random Artifact: Murkqueller (7-10 power, 0 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 15): Mirror Match | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 17): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 20): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 21): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 26): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 29): ExterminatorYou completed the challenge and received: Random Artifact: Chamubers (20-27 power, 4 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 31): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 34): ExterminatorYou completed the challenge and received: Random Artifact: Xeremina (13-14 power, 32 apr, nature damage) | done |
Proceed directly to the next Infinite Dungeon level in less than 515 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 35): Rush Hour (515)Turns left: 306 You completed the challenge and received: Random Artifact: Cyramithra (0 def, 5 armour) | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 37): Headhunter1 / 3 demon spawn killed. | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 39): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 40): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 41): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 42): ExterminatorYou completed the challenge and received: Random Artifact: Kurig (38-52 power, 5 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 43): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 46): Mirror MatchYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 47): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 48): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 49): Near SightedYou completed the challenge and received: Random Artifact: Adora (13-17 power, 10 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 51): Mirror MatchYou completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 52): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 54): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 55): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 58): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 50 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 61): Rush Hour (50)Turns left: 32 You completed the challenge and received: Random Artifact: Blackweeper (20-24 power, 4 apr, physical element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 62): ExterminatorYou completed the challenge and received: Random Artifact: Ring of Growth | done |
Proceed directly to the next Infinite Dungeon level in less than 251 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 64): Rush Hour (251)Turns left: 180 You completed the challenge and received: Random Artifact: Thalore-Wood Cuirass (4 def, 12 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 65): Pacifist | failed |
Wake up and kill the dreaming horror boss 'Polavena the dreaming horror'. Infinite Dungeon Challenge (Level 67): Dream HunterYou completed the challenge and received: Random Artifact: Sunnoon (0 def, 3 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 68): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 69): Headhunter1 / 4 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 8): Exterminator | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+0 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% ---------- misc Talents +4 Rocket Boots These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (109 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (184 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Light source | ![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +11 Dex +2 Wil +6 Cun dps ---------- Dmg.mod +7% light ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +8 Sun Flare: Puts all charms on 30 cooldown 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 4 turns and lighting up the area. All enemies effected will take 111.44 light damage. At talent level 3 you gain 17% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed A Helmet. But with steam power! |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +5 Spring Grapple Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Tool | ![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +16 Str +4 Mag +7 Cun dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 28 ----- def ----- Fatigue -8% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +7 Dex +1 Wil +7 Cun +1 Con dps ---------- Crit.mult +5.00% Mind.pwr +20 (+7 eff.) Acc +9 (+2 eff.) ----- def ----- Armour +12 Resists +14% nature +11% blight Poison- +28% Disease- +30% ---------- misc Light +2 See.Invis +3 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex +6 Mag +7 Wil +6 Cun dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +6% arcane Res.pen +20% arcane Acc +9 (+2 eff.) Melee Ret 6 arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -5% ---------- misc Max.enc +32 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ----- 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." |
In main hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 38.0 - 57.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +88 On Crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +27.0% Crit.mult +27.00% Phys.pwr +5 (+1 eff.) Dmg.mod +3% blight Apr +13 Melee Ret 2 arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +19% light +20% darkness Pinning- +10% ---------- misc Mana/s.crit +2.04 Max.mana +20.00 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! |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Cun +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) Against +23% Summoned ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +100 On Crit.r2 +25 lightning +37 cold Uses 1.0 Steam While equipped: dps ---------- Phys.crit +6.0% Crit.mult +26.00% Mov.spd +39% Res.pen +13% lightning +14% cold Apr +15 ----- def ----- Armour +6 Defense +10 (+4 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 T3 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +3 Wil dps ---------- Dmg.mod +18% light +30% physical ----- def ----- Defense +2 (+1 eff.) Resists +30% lightning +12% fire Stun/Frz- +50% ---------- misc Stam/turn +3.00 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 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+3 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+5 eff.) Silence- +40% Confus- +40% Pinning- +0% Stun/Frz- +0% 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. |
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 80% efficiency and cooldown mod of 58%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 115% efficiency and cooldown mod of 74%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 61 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -507 life. The duration and life will increase by 1% for every 1% life you have lost (currently 507 life, 7 duration) 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 nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 232 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 84 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% fire Melee Ret 6 lightning 4 cold ----- def ----- Resists +12% lightning +6% cold Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +12 Lck dps ---------- Phys.pwr +9 (+2 eff.) Phys.spd +10% Dmg.mod +9% nature +8% physical Res.pen +15% light Acc +15 (+4 eff.) Melee Ret 8 light ----- def ----- Defense +13 (+5 eff.) Resists +22% fire +6% light +24% cold Unseen.red 14% ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 243 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T3 amulet jewelry [Rare] Psionic While equipped: Stats +6 Mag +4 Wil +3 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +9% cold Res.pen +15% acid +26% cold Melee Ret 6 acid 10 cold ----- def ----- Mind.save +9 (+4 eff.) Confus- +16% ---------- misc Infravis +3 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +8 Dex +5 Cun +4 Con ----- def ----- Resists +9% acid +20% temporal +24% fire Spell.save +20 (+10 eff.) Pinning- +41% Knockbk- +50% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 198 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane While equipped: Stats +6 Cun dps ---------- Crit.mult +30.00% Spell.pwr +20 (+10 eff.) Melee+ 27 light 28 darkness Dmg.mod +21% blight +15% fire +29% light +30% darkness Melee Ret 8 nature On Melee Ret: * 30% chance to blind * 30% chance to reduce damage dealt by 23% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +18.00% Spell.pwr +8 (+4 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +15% blight +10% fire +9% temporal Res.pen +25% cold ----- def ----- Resists +12% temporal Mind.save +9 (+4 eff.) Confus- +19% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Masteries +0.31 Steamtech/Furnace +0.31 Steamtech/Chemistry Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +7 Cun +6 Wil dps ---------- Mind.crit +6% Mind.pwr +25 (+8 eff.) Dmg.mod +12% temporal +12% mind +12% fire ----- def ----- Mind.save +18 (+7 eff.) ---------- misc Psi/ret +0.12 Masteries +0.40 Cunning/Survival +0.40 Steamtech/Battlefield management Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ---------- misc Mana/turn +0.23 Max.mana +32.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex ----- def ----- Armour +5 Defense +6 (+2 eff.) Res.Cap +4% all Phys.save +11 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Str ----- def ----- Armour +6 Defense +6 (+2 eff.) Res.Cap +2% all Phys.save +13 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +12% light +12% darkness Blind- +20% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% light +12% darkness Blind- +27% ---------- misc Masteries +0.19 Steamtech/Physics Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +13% light +12% darkness Blind- +22% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +8 Wil ----- def ----- Resists +19% light +19% darkness Blind- +28% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +8 Con dps ---------- Crit.mult +20.20% Res.pen +10% physical ----- def ----- Resists +24% light +41% darkness Phys.save +18 (+6 eff.) Blind- +32% ---------- misc Max.stam +30.31 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +39% ---------- misc Infravis +7 Sight +2 See.Invis +10 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: Stats +6 Dex +7 Cun +8 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -8% HP.reg +3.00 ---------- misc Stam/turn +1.10 Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +7 Wil dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +16% lightning +21% cold Res.pen +25% cold ----- def ----- Resists +32% lightning +5% arcane +11% nature +10% blight Poison- +14% Disease- +25% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.pwr +20 (+7 eff.) Melee Ret 6 mind ----- def ----- Defense +25 (+8 eff.) Resists +18% blight +12% lightning Max.HP +31.00 Silence- +20% Disarm- +37% Pinning- +64% Knockbk- +28% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+5 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+5 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 125.90 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.pwr +9 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +9 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +6 Mag dps ---------- Spell.pwr +10 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +24% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Cun ----- def ----- Defense +10 (+4 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +9 See.Invis +7 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +7 Cun dps ---------- Acc +12 (+3 eff.) Apr +13 ----- def ----- Defense +27 (+9 eff.) 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 make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +4 Con dps ---------- Acc +15 (+4 eff.) Apr +11 ----- def ----- Defense +14 (+5 eff.) Spell.save +16 (+8 eff.) ---------- misc Max.stam +19.00 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 make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +21% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +11% nature +13% blight Max.HP +46.00 HP.reg +9.00 Heal.mod +15% Poison- +20% Disease- +22% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +5% Crit.mult +20.40% Dmg.mod +14% cold Res.pen +20% fire On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +6% darkness +6% blight +28% cold +15% nature +6% fire ---------- misc Psi/ret +0.08 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% cold ----- def ----- Armour +4 Resists +22% cold Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +7 (+2 eff.) ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Nature/Disrupt/Psionic Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Against +27% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +1 Str +2 Dex +16 Wil +14 Con ----- def ----- Crit.dmg- 15.00% Max.HP +70.00 ---------- misc Light +3 Massive two-handed battleaxes. |
![]() 3.0 T4 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 49.0 - 78.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +23 darkness Against +23% Living On Hit.r1 +12 cold While equipped: Stats +16 Str +19 Wil +19 Con dps ---------- Dmg.mod +17% physical Acc +27 (+6 eff.) ----- def ----- Armour +8 Phys.save +6 (+2 eff.) Die.at -60.00 life Max.HP +100.00 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+4 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 T3 longsword 1H weapon [Random Unique] Arcane/Nature/Master Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 49 cold damage (1/turn) While equipped: Stats +8 Con +9 Wil dps ---------- Spell.crit +1% Dmg.mod +6% blight +10% cold +6% arcane Res.pen +10% blight +7% physical +10% cold Acc +8 (+2 eff.) Apr +8 ----- def ----- Max.HP +58.00 Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon [Rare] Master/Psionic Power 37.5 - 52.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Acc +11 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +12% lightning +3% cold +3% mind +9% fire Phys.save +3 (+1 eff.) Mind.save +12 (+5 eff.) Max.HP +40.00 Cut- +10% Disarm- +44% Teleport- +10% Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Nature Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +4 Str +10 Dex +3 Mag +3 Wil +4 Cun +4 Con dps ---------- Res.pen +10% mind ----- def ----- Resists +3% nature Mind.save +12 (+5 eff.) Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +12 blight While equipped: Stats +3 Cun +4 Mag dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+1 eff.) Melee+ 5 mind 5 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Mind.save +2 (+1 eff.) ---------- misc Max.psi +11.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 2.5 T5 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+14 eff.) Dmg.mod +35% fire ----- def ----- Mind.save +8 (+4 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con +3 Mag dps ---------- Spell.crit +2% Spell.pwr +18 (+9 eff.) S.pwr/crit +7 Dmg.mod +17% cold ----- def ----- HP.reg +0.60 Heal.mod +10% Disarm- +10% ---------- misc Vim/s.crit +2.00 Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 35.27 to 42.33 cold damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 38.0 - 57.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +114 Melee+ +16 lightning On Hit.r1 +12 lightning +16 fire +16 arcane On Crit.r2 +20 arcane +20 lightning Uses 1.0 Steam While equipped: Stats +5 Str +3 Mag ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +9% lightning Crit.dmg- 15.88% ---------- misc Light +2 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 [Rare] Master/Steamtech Power 52.0 - 78.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +91 Uses 1.0 Steam While equipped: dps ---------- Melee Ret 11 blight ----- def ----- Armour +6 Defense +42 (+12 eff.) Fatigue +12% Resists +12% light Phys.save +6 (+2 eff.) Max.HP +105.85 HP.reg +4.23 Heal.mod +15% Confus- +20% Teleport- +21% ---------- 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 [Rare] Arcane/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 Melee+ +20 temporal Uses 1.0 Steam While equipped: Stats +13 Cun dps ---------- Crit.mult +22.28% Res.pen +28% light ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +21% fire +12% temporal ---------- misc Light +3 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] Nature/Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 Melee+ +12 nature Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +11 Str +11 Dex dps ---------- Res.pen +11% physical Acc +44 (+10 eff.) Apr +15 ----- def ----- Armour +18 Defense +10 (+4 eff.) Fatigue +12% Resists +11% acid +6% darkness +12% fire +11% cold +9% lightning ---------- misc Stam/turn +2.00 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! |
![]() 3.0 T5 steamsaw 1H weapon [Ego] Master/Steamtech Power 41.5 - 62.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 Uses 1.0 Steam While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +6 Defense +17 (+6 eff.) Fatigue +12% Resists +18% lightning Disarm- +40% ---------- 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 [Ego+] Nature/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +53 Uses 1.0 Steam While equipped: Stats +8 Con +11 Wil dps ---------- Melee+ 13 cold Melee Ret 13 ice ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Max.HP +59.00 ---------- 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 [Ego++] Nature/Master/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 Uses 1.0 Steam While equipped: Stats +6 Dex +12 Wil +8 Con dps ---------- Phys.spd +10% Acc +23 (+5 eff.) ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Max.HP +14.00 ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Master/Psionic/Steamtech Power 38.0 - 57.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: Stats +11 Str dps ---------- Dmg.mod +12% lightning +12% physical Res.pen +10% mind +14% all Acc +43 (+9 eff.) Apr +11 ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +3% light +15% temporal Blind- +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 [Ego+] Master/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +108 Uses 1.0 Steam While equipped: dps ---------- Res.pen +11% all Acc +19 (+5 eff.) Apr +9 ----- def ----- Armour +6 Defense +10 (+4 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! |
![]() 3.0 T5 waraxe 1H weapon [Rare] Master Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +23 light On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Str +16 Wil dps ---------- Phys.crit +7.0% Res.pen +29% blight ---------- misc Mana/turn +0.16 Light +3 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 55.0 - 77.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +43 lightning +40 cold On Hit: * 20% chance to reduce armor by 26% While equipped: Stats +6 Dex dps ---------- Spell.pwr +10 (+5 eff.) Mov.spd +42% Phys.spd +10% Dmg.mod +21% mind Res.pen +11% lightning +25% cold +20% blight Acc +25 (+6 eff.) Melee Ret 4 arcane ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% One-handed war axes. |
![]() 1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Generate a personal shield that absorbs up to 260 damage and damages attackers striking the wearer for 42 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +9 Con dps ---------- Mind.pwr +8 (+3 eff.) Acc +30 (+7 eff.) Melee Ret 11 physical On Hit (Melee): * 22% chance to reduce all saves and defense by 28 ----- def ----- Armour +10 Defense +20 (+7 eff.) Resists +12% fire Phys.save +8 (+3 eff.) ---------- misc Max.stam +33.14 A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +10 Mag ----- def ----- Fatigue -6% Resists +9% light Spell.save +18 (+9 eff.) ---------- misc Max.enc +32 Mana/turn +0.36 Light +3 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Nature/Psionic While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +15 (+3 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Phys.save +21 (+7 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Psionic While equipped: Stats +6 Str +4 Wil +5 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Phys.save +11 (+4 eff.) Mind.save +7 (+4 eff.) Max.HP +89.00 ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +3 Wil dps ---------- Against +19% Summoned ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +7 Mag +10 Wil +6 Cun dps ---------- Spell.crit +5% Against +25% Summoned ----- def ----- D.Red.from +25% Summoned A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Dex +3 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+7 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +8% Res.pen +26% arcane Acc +22 (+5 eff.) Melee Ret 4 arcane ----- def ----- Defense +3 (+1 eff.) Fatigue -10% Resists +5% arcane +3% cold Max.HP +155.00 ---------- misc Max.stam +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +1 Dex +11 Wil +8 Cun dps ---------- Mind.crit +14% Crit.mult +20.00% Melee Ret 2 mind ----- def ----- Armour +11 Defense +3 (+1 eff.) Resists +14% cold Crit.dmg- 5.00% ---------- misc Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Mag +2 Cun ----- def ----- Defense +1 (+1 eff.) Resists +6% mind 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] Nature While equipped: Stats +2 Mag dps ---------- Mind.crit +1% Spell.pwr +20 (+10 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +3% mind ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +1 (+1 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 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil ----- def ----- Armour +8 Defense +14 (+5 eff.) Phys.save +14 (+5 eff.) Spell.save +37 (+17 eff.) Mind.save +25 (+10 eff.) ---------- misc Max.mana +77.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+11 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+8 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+8 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 101 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Dmg.mod +6% mind +24% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +12 Resists +5% arcane ---------- misc Stam/turn +1.00 Max.stam +32.00 Infravis +3 Blink to a nearby random location (rad 12) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 65% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Dmg.mod +15% darkness Res.pen +15% lightning Apr +11 Melee Ret 4 acid 6 lightning ----- def ----- Armour +5 Fatigue +4% Resists +3% darkness Phys.save +13 (+4 eff.) Spell.save +14 (+7 eff.) Mind.save +13 (+6 eff.) ---------- misc Stam/turn +1.20 Max.stam +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +14 Str +14 Con dps ---------- Phys.pwr +25 (+5 eff.) Dmg.mod +15% light +10% physical ----- def ----- Armour +13 Defense +20 (+7 eff.) Fatigue +4% Resists +12% lightning +15% temporal +3% light ---------- misc Size +1 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +30 Dex dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Dmg.mod +3% mind Apr +13 On Hit (Melee): * 22% chance to slow global speed by 55% ----- def ----- Armour +5 Defense +32 (+10 eff.) Resists +6% acid +12% temporal +3% blight +5% arcane +3% lightning A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Dmg.mod +6% nature Res.pen +20% temporal +20% darkness +25% mind Apr +13 Melee Ret 4 mind On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Armour +5 Defense +18 (+6 eff.) Resists +29% temporal +21% darkness +17% mind Def/telep +29 Res/telep +20% Dur/telep +30% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 37 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +1 Resists +5% fire +5% cold Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Arcane While equipped: Stats +10 Mag dps ---------- Spell.pwr +7 (+4 eff.) Dmg.mod +9% acid +15% cold +7% blight Melee Ret 8 physical On Hit (Melee): * 22% chance to slow global speed by 55% ----- def ----- Armour +17 Resists +18% nature Crit.dmg- 16.71% Disease- +38% Knockbk- +22% ---------- misc Stam/turn +3.34 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +20% Stun/Frz- +20% 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 [Ego++] Arcane/Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +1 Silence- +26% Confus- +26% Stun/Frz- +26% ---------- misc Size +1 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Str, 40% Dex, 20% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+4 eff.) Melee+ 7 physical Dmg.mod +3% darkness +18% physical Res.pen +20% darkness +10% physical Acc +15 (+4 eff.) ----- def ----- Armour +8 Defense +10 (+4 eff.) Fatigue +3% Resists +1% physical ---------- misc Max.stam +10.00 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +5 physical On Crit.r2 +8 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Dex +3 Cun dps ---------- Res.pen +15% darkness +10% light Melee Ret 10 light 6 acid On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Armour +3 Fatigue +5% Resists +6% light Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 32.5 - 45.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +6 Apr +15 Crit +16.0% Atk.spd 83% On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +7 (+2 eff.) Melee+ 26 mind 29 darkness Dmg.mod +18% lightning +9% cold Res.pen +15% temporal +10% cold Melee Ret 8 temporal On Hit (Melee): * 18% chance to reduce all saves and defense by 28 ----- def ----- Armour +3 Resists +12% lightning +15% light Mind.save -8 (-4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 Unarmed combat: Power 24.0 - 26.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Reproach 5 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Disrupt/Master While equipped: Stats +4 Str +2 Dex +4 Cun dps ---------- Dmg.mod +9% acid Res.pen +5% lightning +15% acid Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 26% On Melee Ret: * 51 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+3 eff.) Spell.save +37 (+17 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 29.5 - 41.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +4 Apr +15 Crit +18.0% Atk.spd 83% On Hit: 10% Set Up 5 On Hit: * 46 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Dmg.mod +9% nature Res.pen +5% fire Acc +6 (+1 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +20% ---------- misc See.Invis +6 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +11 Str +6 Dex +10 Wil dps ---------- Phys.pwr +18 (+4 eff.) Res.pen +20% cold Melee Ret 12 cold 12 mind 12 nature ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 36.5 - 51.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Melee+ 4 acid 5 fire 4 cold 5 lightning ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +9 ice +7 fire +13 acid +12 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +10 Str +2 Dex +2 Mag +1 Con dps ---------- Dmg.mod +6% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +3% temporal Phys.save +8 (+3 eff.) Mind.save +10 (+5 eff.) ---------- misc See.Invis +12 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 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 cap made of leather. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 249.12 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% cold +15% fire +15% lightning Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+5 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Con dps ---------- Mind.crit +3% Mind.pwr +33 (+11 eff.) Res.pen +15% physical Acc +30 (+7 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +12% blight ---------- misc Psi/turn +0.11 Psi/ret +0.12 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil +10 Cun dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +6% acid +3% fire +18% mind Res.pen +10% acid +5% fire +10% light ----- def ----- Defense +3 (+1 eff.) Resists +18% mind +24% acid Mind.save +15 (+6 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+6 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +6 Str +7 Wil +4 Con dps ---------- S.pwr/crit +8 Melee Ret 6 blight ----- def ----- Armour +5 Fatigue +5% Resists +9% darkness Phys.save +18 (+6 eff.) A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +9% nature +21% cold Melee Ret 6 acid 10 nature On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Armour +5 Fatigue +5% Resists +16% darkness +21% acid ---------- misc Infravis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +20 Str +8 Dex +4 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% darkness +6% mind Res.pen +5% darkness +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ----- def ----- Armour +5 Fatigue +5% Resists +9% mind Blind-Fight: No penalty when attacking invisible/stealthed Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 913.7 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str ----- def ----- Armour +4 Fatigue +4% Resists +9% darkness Spell.save +6 (+3 eff.) Silence- +20% Disarm- +10% Knockbk- +20% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 913.7 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+3 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+4 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
![]() 3.0 T2 head armor Reqs Heavy armour training [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 ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Blind-Fight: No penalty when attacking invisible/stealthed A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +3 Str +12 Dex +4 Mag +3 Wil dps ---------- Dmg.mod +9% lightning +15% fire ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +15% cold Crit.dmg- 15.59% ---------- misc Breathe water A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +10 Dex +11 Cun +9 Con dps ---------- Dmg.mod +18% fire Res.pen +15% arcane +10% fire Apr +7 Melee Ret 2 arcane ----- def ----- Armour +5 Fatigue +5% Resists +13% fire +15% cold A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +4 Str +6 Dex +5 Wil +3 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +18% lightning +9% fire Res.pen +25% fire Melee Ret 2 fire ----- def ----- Armour +3 Fatigue +3% Resists +14% darkness +8% blight Mind.save +10 (+5 eff.) ---------- misc Infravis +4 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Acc +6 (+1 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +7 (+3 eff.) Fatigue +3% Resists +2% physical +12% darkness +12% temporal Crit.dmg- 15.00% Mind.save +6 (+3 eff.) Heal.mod +20% Disarm- +20% Knockbk- +20% A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% nature Spell.save +6 (+3 eff.) Max.HP +62.00 Heal.mod +13% A hat made of leather. Very stylish. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +21% mind Mind.save +24 (+9 eff.) Confus- +38% 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 +2 Con ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +6% light HP.reg +4.00 Stun/Frz- +10% A hat made of leather. Very stylish. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+5 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+6 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 29, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 52.14 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Master While equipped: Stats +8 Cun +8 Dex dps ---------- Melee+ 11 acid 23 fire Dmg.mod +30% darkness Melee Ret 14 acid 14 fire 4 darkness On Hit (Melee): * 20% chance to reduce armor by 26% * 20% chance to reduce damage dealt by 23% ----- def ----- Armour +12 Defense +28 (+9 eff.) Fatigue +8% Resists +49% acid +23% fire A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Rare] Nature While equipped: ----- def ----- Armour +16 Defense +5 (+2 eff.) Fatigue +22% Resists +18% fire +5% arcane +5% physical Spell.save +9 (+4 eff.) Max.HP +60.00 HP.reg +8.00 Heal.mod +10% Stun/Frz- +20% ---------- misc Stam/turn +1.40 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +7 Str +8 Dex +3 Con dps ---------- Crit.mult +15.00% Apr +4 ----- def ----- Armour +28 Fatigue +22% Resists +10% physical +17% darkness +12% light Phys.save +15 (+5 eff.) ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Rare] Psionic While equipped: dps ---------- Res.pen +29% mind +25% light ----- def ----- Armour +16 Fatigue +22% Resists +24% mind +12% nature Mind.save +31 (+12 eff.) Heal.mod +23% Cut- +23% Disarm- +23% Stun/Frz- +23% A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +3 Str +6 Dex +4 Mag +6 Cun dps ---------- Res.pen +15% fire ----- def ----- Armour +13 Fatigue +22% Resists +19% acid +12% fire A suit of armour made of metal plates. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Melee Ret 8 physical ----- def ----- Armour +13 Defense +5 (+2 eff.) Fatigue +22% Resists +6% arcane Spell.save +11 (+5 eff.) A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +24 Fatigue +22% Resists +8% acid +9% cold ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+4 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and 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 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+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: 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 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 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 +1 Str dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +9% light ----- def ----- Resists +6% light ---------- misc Stam/turn +3.00 Light +3 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% fire Melee Ret 4 fire ----- def ----- Defense +10 (+4 eff.) Resists +7% cold +6% mind +13% temporal Spell.save +6 (+3 eff.) Confus- +20% Pinning- +20% Def/telep +13 Res/telep +13% Dur/telep +13% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +3 Con ----- def ----- Defense +15 (+5 eff.) Resists +7% blight +16% temporal +16% mind Crit.dmg- 15.74% HP.reg +11.20 Disease- +21% Teleport- +21% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) ----- def ----- Resists +10% blight +7% temporal +10% darkness +8% cold Def/telep +13 Res/telep +16% Dur/telep +18% ---------- misc Light +4 Infravis +5 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 27 blight damage or heals 36 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 452.06 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
amazing fiery salve [power 36] amazing fiery salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 62% cooldown modifier. Remove 3 magical effects and grants a fiery aura (36% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 36] amazing frost salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 62% cooldown modifier. Remove 3 physical effects and grants a frost aura (36% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 516] amazing healing salve [power 516]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 156% efficiency and 62% cooldown modifier. Heal 516 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 hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 26% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 157 physical damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +1 Dex +2 Wil dps ---------- Spell.pwr +5 (+3 eff.) Melee Ret 8 blight 2 fire Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 416 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +31% lightning +18% arcane +9% nature Res.pen +26% nature On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +15% nature Sting an enemy dealing 339 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego+] Nature Sting an enemy dealing 449 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 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 T4 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 23% chance to reduce damage dealt by 23% ----- def ----- Defense +30 (+9 eff.) Resists +23% light +18% lightning Heal.mod +23% Blind- +23% Confus- +23% Create a radius 3 storm for 5 turns. Each turn, creatures within take 79 lightning damage and will be dazed for 1 turn (397 total damage) Puts all charms on 15 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. 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 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: 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 +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Infitine Butchery the Thalore Sawbutcher level 38
22nd Dusk 122nd year of Ascendancy at 14:46 see stats
By Infitine Butchery the Thalore Sawbutcher level 42
26th Dusk 122nd year of Ascendancy at 00:53 see stats
By Infitine Butchery the Thalore Sawbutcher level 22
10th Flare 122nd year of Ascendancy at 11:03 see stats
By Infitine Butchery the Thalore Sawbutcher level 15
1st Summertide 122nd year of Ascendancy at 06:22 see stats
By Infitine Butchery the Thalore Sawbutcher level 23
10th Flare 122nd year of Ascendancy at 21:07 see stats
By Infitine Butchery the Thalore Sawbutcher level 27
7th Dusk 122nd year of Ascendancy at 16:16 see stats
By Infitine Butchery the Thalore Sawbutcher level 32
17th Dusk 122nd year of Ascendancy at 14:35 see stats
By Infitine Butchery the Thalore Sawbutcher level 36
21st Dusk 122nd year of Ascendancy at 09:34 see stats
By Infitine Butchery the Thalore Sawbutcher level 44
27th Dusk 122nd year of Ascendancy at 13:01 see stats
By Infitine Butchery the Thalore Sawbutcher level 48
31st Dusk 122nd year of Ascendancy at 17:39 see stats
By Infitine Butchery the Thalore Sawbutcher level 10
4th Mirth 122nd year of Ascendancy at 23:49 see stats
By Infitine Butchery the Thalore Sawbutcher level 20
5th Flare 122nd year of Ascendancy at 02:29 see stats
By Infitine Butchery the Thalore Sawbutcher level 30
11st Dusk 122nd year of Ascendancy at 21:21 see stats
By Infitine Butchery the Thalore Sawbutcher level 40
23rd Dusk 122nd year of Ascendancy at 23:35 see stats
By Infitine Butchery the Thalore Sawbutcher level 31
16th Dusk 122nd year of Ascendancy at 02:16 see stats
By Infitine Butchery the Thalore Sawbutcher level 25
5th Dusk 122nd year of Ascendancy at 11:24 see stats
By Infitine Butchery the Thalore Sawbutcher level 14
8th Mirth 122nd year of Ascendancy at 06:19 see stats
By Infitine Butchery the Thalore Sawbutcher level 46
29th Dusk 122nd year of Ascendancy at 03:38 see stats
By Infitine Butchery the Thalore Sawbutcher level 28
9th Dusk 122nd year of Ascendancy at 03:32 see stats
By Infitine Butchery the Thalore Sawbutcher level 18
3rd Flare 122nd year of Ascendancy at 06:16 see stats
Log
Infitine Butchery succumbs to heightening fears!
Infitine Butchery is in despair!
Infitine Butchery is firmly planted in reality.
Heighten Fear from Saledhemira the cold drake hatchling hits Infitine Butchery for 24 mind, 0 darkness (24 total damage).
Haunted from Saledhemira the cold drake hatchling hits Infitine Butchery for 0 mind, 0 darkness (0 total damage).
Talent Continuous Butchery is ready to use.
Haunted from Saledhemira the cold drake hatchling hits Infitine Butchery for 28 mind, 0 darkness (28 total damage).
Haunted from Saledhemira the cold drake hatchling hits Infitine Butchery for 28 mind, 0 darkness (28 total damage).
Talent Spring Grapple is ready to use.
Haunted from Saledhemira the cold drake hatchling hits Infitine Butchery for 28 mind, 0 darkness (28 total damage).
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Talent Saw Wheels is ready to use.
Haunted from Saledhemira the cold drake hatchling hits Infitine Butchery for 28 mind, 0 darkness (28 total damage).
Infitine Butchery activates Saw Wheels.
Resting starts...
Infitine Butchery is no longer haunted
Infitine Butchery is no longer in despair
Rested for 18 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Nature's Pride is ready to use.
Talent Gift of the Woods is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).