

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
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 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Insane Adventure |
Sex | Female |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 43 / 36% |
Size | big |
Lifes / Deaths | Killed by Glulemitha the ritch larva at level 22 on the 52nd Retaking 124th year of Ascendancy at 00:54 0 / 9Killed by Cyrurilaith the whitehoof ghoul at level 27 on the 10th Revenge 124th year of Ascendancy at 11:43 Killed by High Sun Paladin Aeryn at level 37 on the 44th Revenge 124th year of Ascendancy at 17:34 Killed by High Sun Paladin Aeryn at level 37 on the 44th Revenge 124th year of Ascendancy at 18:24 Killed by High Sun Paladin Aeryn at level 37 on the 44th Revenge 124th year of Ascendancy at 22:25 Killed by High Sun Paladin Aeryn at level 37 on the 45th Revenge 124th year of Ascendancy at 03:50 Killed by High Sun Paladin Aeryn at level 41 on the 11st Pain 124th year of Ascendancy at 13:50 Killed by The One That Hunts at level 43 on the 25th Pain 124th year of Ascendancy at 16:48 Killed by The One That Hunts at level 43 on the 25th Pain 124th year of Ascendancy at 22:09 |
Primary Stats
Strength | 142 (base 60) |
Dexterity | 60 (base 38) |
Constitution | 50 (base 11) |
Magic | 23 (base 19) |
Willpower | 16 (base 10) |
Cunning | 70 (base 60) |
Resources
Life | -443/1368 |
Psi | 106/106 |
Steam | 62/100 |
Healing Factor | 1.519109042934 |
Regeneration | 31.289810899196 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 7 |
Infravision | 10 |
See Stealth | 67.852263939808 |
See Invisible | 81.852263939808 |
Offense: Mainhand
Damage | 137 |
Accuracy | 57 |
Crit Chance | 51% |
APR | 46 |
Speed | 1.00 |
Offense: Offhand
Damage | 62 |
Accuracy | 57 |
Crit Chance | 50% |
APR | 46 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10.5 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Light | +7% |
Blight | +12% |
Nature | +15% |
Cold | +16% |
All | 0% |
Offense: Damage Penetration
Nature | +22% |
Mind | +52% |
Light | +22% |
All | +7% |
Defense: Base
Armour (hardiness) | 49.926519666065 (94.051442452011%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 18 |
Mental Save | 32 |
Defense: Resistances
Acid | + 63%( 70%) |
Blight | + 32%( 70%) |
Physical | + 8%( 70%) |
Cold | + 39%( 70%) |
All | 0%( 70%) |
Lightning | + 50%( 70%) |
Light | + 13%( 70%) |
Temporal | + 3%( 70%) |
Mind | + 12%( 70%) |
Darkness | + 3%( 70%) |
Fire | + 49%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Stun Resistance | 78% |
Confusion Resistance | 12% |
Poison Resistance | 60% |
Blind Resistance | 21% |
Disarm Resistance | 100% |
Bleed Resistance | 60% |
Teleport Resistance | 100% |
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Inscriptions (4/4)
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 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 173% efficiency and cooldown mod of 56%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 58%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.60 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Phys.save +0 (+0 eff.) Pinning- +100% Knockbk- +0% Teleport- +0% ---------- misc Talents +4 Rocket Boots Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() 2.0 T1 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Blind- +21% Confus- +12% ---------- misc Light +6 See.Stealth +11 See.Invis +10 Track: Puts all charms on 40 cooldown Level 2.4 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +7 Dex +0 Cun +11 Lck dps ---------- Phys.crit +4.0% Spell.crit +5% Mind.crit +4% On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Armour +5 Fatigue +3% Resists +9% blight +3% temporal +3% nature +3% darkness Mind.save +0 (+0 eff.) ---------- misc Infravis +10 Sight +2 See.Stealth +15 See.Invis +15 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 537.6 Physical damage. If the attack hits, the target is confused (41% 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 hat made of leather. Very stylish. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Melee+ 8 light 8 cold Dmg.mod +4% light +4% cold Res.pen +20% mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Armour +2 Fatigue +3% Resists +6% cold +7% light +3% mind HP.reg +3.00 Disarm- +100% ---------- misc Stam/turn +1.00 Max.stam +14.00 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +8 Con dps ---------- Apr +11 Melee Ret 10 nature ----- def ----- Crit.dmg- 15.00% ---------- misc See.Invis +15 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Melee+ 7 physical Ranged+ 11 physical Dmg.mod +18% acid +12% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 * 12% chance to reduce all saves and defense by 24 On Hit (Ranged): * 14% chance to reduce all saves and defense by 24 ----- def ----- Resists +30% acid HP.reg +4.00 Stun/Frz- +28% ---------- misc Hate/m.crit +2.00 Max.hate +7.00 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 Puts all charms on 1 cooldown "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 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Pain Enhancement System You have set the ring to grant you Pain Enhancement System! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 1/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (110). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
In main hand | ![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Disrupt/Master/Steamtech Power 29.5 - 44.2 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +24.0% Atk.spd 100% Block +66 On Crit: * Deals 64 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con dps ---------- Melee+ 12 acid 12 nature Dmg.mod +6% cold On Hit (Melee): * 39 arcane resource burn On Melee Ret: * 10 arcane resource burn ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +13% acid +3% blight +24% cold +14% nature +6% fire ---------- 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! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature Res.pen +25% mind Melee Ret 6 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +9% mind +18% fire HP.reg +2.00 Heal.mod +19% A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +23.0% Atk.spd 100% Block +46 Melee+ +12 light On Hit: * 20 arcane resource burn * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Mind.crit +1% Mind.pwr +15 (+6 eff.) Dmg.mod +3% light Res.pen +15% light On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.16 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! |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Con dps ---------- Dmg.mod +3% nature +6% cold Res.pen +15% nature On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Defense +2 (+0 eff.) Resists +30% lightning +9% cold +9% nature +6% light Spell.save +3 (+2 eff.) Stun/Frz- +50% ---------- misc Stam/turn +0.60 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 24.46 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
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 127% efficiency and cooldown mod of 97%. 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 101% 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 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.8 steam per turn. Can be activated for an instant burst of 49 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Strength stat. 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 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -530 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1232 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Res.pen +20% nature ----- def ----- Resists +16% temporal Pinning- +27% Knockbk- +26% ---------- misc Psi/ret +0.12 Max.psi +50.00 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 215 (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 T5 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Wil dps ---------- Crit.mult +10.00% Mind.pwr +10 (+4 eff.) Melee+ 11 light 14 darkness Dmg.mod +12% light +12% darkness Apr +2 On Melee Ret: * 8% chance to reduce damage dealt by 20% * 10% chance to blind ----- def ----- Fatigue -8% Phys.save +9 (+3 eff.) Mind.save +11 (+5 eff.) Die.at -60.00 life HP.reg +4.00 Confus- +22% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Phys.pwr +20 (+2 eff.) Dmg.mod +6% physical Acc +10 (+3 eff.) Apr +6 ----- def ----- Resists +6% lightning Die.at -60.00 life ---------- misc Max.stam +30.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% nature Res.pen +20% fire Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +20% nature +12% cold Phys.save +19 (+6 eff.) Spell.save +16 (+9 eff.) Mind.save +15 (+7 eff.) Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +13.00% Spell.pwr +7 (+2 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +8% blight +8% fire ----- def ----- Mind.save +7 (+3 eff.) Confus- +15% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +7 Str +6 Dex +5 Wil dps ---------- Dmg.mod +6% arcane Res.pen +10% arcane +15% fire ----- def ----- Resists +27% cold +12% fire Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Master While equipped: Stats +8 Str +7 Dex +5 Wil Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Dex +5 Con dps ---------- Phys.crit +5.0% Dmg.mod +15% arcane Res.pen +25% arcane ----- def ----- Armour +2 Defense +10 (+3 eff.) Resists +5% arcane HP.reg +6.00 Stun/Frz- +38% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +9 (+4 eff.) Dmg.mod +6% all ----- def ----- Max.HP +40.00 HP.reg +6.00 Heal.mod +10% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +6 Wil dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +15% temporal Mind.save +12 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil +4 Cun dps ---------- Mind.pwr +7 (+3 eff.) Melee+ 18 light Ranged+ 13 light Dmg.mod +12% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+2 eff.) Apr +2 Melee Ret 2 physical ----- def ----- Fatigue -4% Resists +6% cold +5% physical ---------- misc Max.enc +22 Max.stam +10.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+3 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 [Rare] Master While equipped: Stats +8 Dex +4 Wil +8 Cun dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +6% temporal +6% arcane +12% light Res.pen +25% light Acc +13 (+4 eff.) ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Light +3 Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Master Power 57.5 - 86.2 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +8 mind While equipped: Stats +5 Str +4 Dex +11 Wil dps ---------- Res.pen +21% all Acc +35 (+9 eff.) Apr +21 ----- def ----- Resists +20% blight ---------- misc Light +3 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Psionic Power 58.5 - 87.8 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit.r1 +16 arcane On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Wil dps ---------- Spell.pwr +15 (+4 eff.) Res.pen +20% temporal Melee Ret 10 arcane ---------- misc Max.mana +60.00 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego] Arcane Power 55.5 - 83.2 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +23 light Against +26% Undead On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Nature Power 23.5 - 37.6 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +4 darkness On Hit.r1 +12 darkness While equipped: Stats +9 Wil +2 Cun +10 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Resists +6% lightning Mind.save +9 (+4 eff.) Max.HP +30.00 ---------- misc Hate/m.crit +4.00 Massive two-handed swords. |
![]() 4.0 T4 longbow 2H weapon [Rare] Master Power 14.0 - 15.4 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +200% While equipped: Stats +9 Str +4 Cun dps ---------- Phys.pwr +18 (+2 eff.) Apr +5 ----- def ----- Die.at -80.00 life ---------- misc Reload +4 Stam/turn +3.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Ego++] Disrupt/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +15 (+6 eff.) Res.pen +12% all Acc +30 (+8 eff.) Apr +14 On Hit (Ranged): * 14 arcane resource burn ---------- misc Masteries +0.15 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 longsword 1H weapon [Rare] Master Power 50.0 - 70.0 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +3.5% Atk.spd 100% Phasing +30% On Hit.r1 +12 physical While equipped: dps ---------- Res.pen +25% physical Apr +6 ----- def ----- Resists +5% arcane +12% blight Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Nature Power 28.0 - 39.2 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +7 Con +10 Wil ----- def ----- Resists +6% nature +6% temporal Crit.dmg- 10.00% Phys.save +18 (+6 eff.) Mind.save +9 (+4 eff.) Max.HP +28.00 Silence- +10% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Rare] Nature Power 45.5 - 63.7 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +15 nature While equipped: dps ---------- Dmg.mod +30% darkness +24% cold Res.pen +10% darkness +10% cold ----- def ----- Resists +12% cold +9% fire Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Arcane/Master Power 44.5 - 62.3 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 4 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 6 * Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +20% cold Res.pen +20% cold +10% nature +15% light On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Resists +3% nature +6% light Disease- +19% Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+7 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 37.75 slime damage for 11 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Melee+ 11 mind 10 darkness Dmg.mod +6% mind +7% darkness ----- def ----- Max.HP +27.00 HP.reg +1.90 ---------- misc 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. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Nature Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Spell.crit +5% Spell.pwr +23 (+6 eff.) Dmg.mod +30% darkness +15% physical Res.pen +15% physical ----- def ----- Armour +4 Resists +18% darkness HP.reg +1.50 Heal.mod +23% Cut- +20% Teleport- +20% ---------- misc See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Nature Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Phys.pwr +15 (+2 eff.) Spell.pwr +25 (+6 eff.) Dmg.mod +30% darkness +18% physical Res.pen +15% arcane Apr +5 Melee Ret 6 blight ----- def ----- Resists +3% physical HP.reg +1.50 Heal.mod +30% ---------- misc Vim/s.crit +2.00 Max.P.En +20.00 Max.N.En +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 33.0 - 49.5 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +0 Crit +4.0% Atk.spd 100% Block +71 On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+1 eff.) On shield block: * Cause enemies within radius 6 to bleed for 158 physical damage over 5 turns (1/turn) ----- def ----- Armour +14 Defense +18 (+6 eff.) Fatigue +10% Resists +6% darkness +20% fire Crit.dmg- 10.00% Poison- +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +101 Melee+ +8 blight On Crit.r2 +12 blight +46 fire Uses 1.0 Steam While equipped: Stats +2 Cun dps ---------- All.spd +6% Res.pen +19% fire +11% physical Acc +18 (+5 eff.) Apr +11 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +25% lightning +12% blight ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Rare] Disrupt/Steamtech Power 25.5 - 38.2 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam While equipped: Stats +2 Dex +4 Mag +3 Con dps ---------- Melee Ret 10 lightning ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +10% acid +10% lightning +10% fire +10% cold +5% all Spell.save +8 (+5 eff.) ---------- misc Light +3 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 T3 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 23.5 - 35.2 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +51 Melee+ +20 cold Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +9% temporal +20% darkness +9% nature HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 On Hit.r1 +8 darkness Uses 1.0 Steam While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Crit.dmg- 15.00% ---------- misc Light +3 See.Invis +24 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 Melee+ +12 cold Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+3 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 T2 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +0 Crit +2.0% Atk.spd 100% Block +24 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con dps ---------- Phys.crit +7.0% On Melee Ret: * 11% chance to reduce armor by 15% ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +13% acid ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +0 Crit +4.0% Atk.spd 100% Block +71 Uses 1.0 Steam While equipped: Stats +7 Con +9 Wil dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +8% physical ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Max.HP +56.00 Disarm- +13% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego++] Master/Psionic/Steamtech Power 33.5 - 50.2 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +66 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: Stats +4 Con dps ---------- Phys.pwr +9 (+1 eff.) Res.pen +5% physical ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Disarm- +17% ---------- 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 waraxe 1H weapon [Ego] Arcane Power 39.5 - 55.3 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +6 Cun +4 Con dps ---------- Phys.pwr +8 (+1 eff.) Dmg.mod +9% acid Res.pen +20% blight ----- def ----- Resists +18% acid Crit.dmg- 15.00% Spell.save +8 (+5 eff.) ---------- misc See.Invis +12 Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +15% light +10% nature Melee Ret 6 nature ----- def ----- Resists +18% acid +15% nature Spell.save +10 (+6 eff.) ---------- misc Light +3 Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Melee Ret 2 mind ----- def ----- Resists +6% darkness +12% temporal Max.HP +39.00 ---------- misc Max.hate +10.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +6% blight D.Red.from +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +25% temporal On Hit (Melee): * 10% chance to reduce armor by 15% ----- def ----- Defense +2 (+0 eff.) Resists +13% blight +1% physical +14% nature +5% arcane Crit.dmg- 15.00% HP.reg +5.00 Heal.mod +15% Pinning- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Con ----- def ----- Defense +2 (+0 eff.) Resists +6% nature Crit.dmg- 10.00% Phys.save +9 (+3 eff.) HP.reg +2.00 Poison- +20% Disease- +20% Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Res.pen +25% blight ----- def ----- Defense +2 (+0 eff.) Resists +20% light +15% mind Mind.save +11 (+5 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 36.70 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +0% lightning +15% cold Phys.save +10 (+3 eff.) Stun/Frz- +0% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +6 (+2 eff.) Phys.save +6 (+2 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 T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +9% all ---------- misc Mana/turn +0.15 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +21% acid Res.pen +25% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 * 20% chance to reduce armor by 15% ----- def ----- Armour +4 Fatigue +3% Resists +29% lightning +10% temporal +9% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +3 Resists +6% acid +4% physical Phys.save +0 (+0 eff.) Mind.save +6 (+3 eff.) Blind- +20% Pinning- +0% Knockbk- +0% Teleport- +0% Def/telep +15 Res/telep +15% Dur/telep +15% 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. A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- Dmg.mod +15% nature +6% cold Res.pen +25% cold Melee Ret 8 cold ----- def ----- Armour +4 Fatigue +3% Phys.save +13 (+4 eff.) Mind.save +16 (+8 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Dex +4 Con dps ---------- Crit.mult +30.00% ----- def ----- Armour +3 Resists +6% fire +9% cold ---------- misc Equi/ret +0.12 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +5 Str +1 Mag +3 Wil +4 Con dps ---------- Spell.crit +2% Dmg.mod +7% physical ----- def ----- Armour +4 Fatigue +3% ---------- misc Mana/turn +0.24 Max.mana +28.00 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +9 Dex +3 Mag +2 Wil +3 Con dps ---------- Phys.pwr +8 (+1 eff.) Res.pen +20% light ----- def ----- Armour +3 Fatigue +5% Resists +9% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +4 Wil +3 Con dps ---------- Melee+ 7 acid 7 fire 8 cold 7 lightning Acc +8 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +35 (+12 eff.) Spell.save +9 (+5 eff.) Mind.save +13 (+6 eff.) Poison- +20% Cut- +20% Disarm- +92% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 lightning Dmg.mod +3% lightning Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +2 Str +5 Mag +7 Wil dps ---------- Dmg.mod +9% blight ----- def ----- Defense +2 (+0 eff.) Resists +12% blight Crit.dmg- 15.00% ---------- misc Infravis +6 See.Stealth +13 See.Invis +13 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 10% and attempts to push all creatures other than yourself out of its radius, inflicting 2.15 light damage and 2.01 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-1 eff.) Spell.pwr -10 (-4 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil +9 Cun +5 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +9 Wil dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 20% * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +3 Fatigue +3% Resists +10% lightning +10% temporal +6% mind +12% darkness Mind.save +12 (+6 eff.) ---------- misc Hate/m.crit +3.00 A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +4 Fatigue +4% Resists +8% fire +11% cold Phys.save +3 (+1 eff.) HP.reg +4.00 Stun/Frz- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +3 Dex +4 Wil +3 Cun +4 Con dps ---------- Crit.mult +15.00% Mind.pwr +30 (+11 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +6 (+3 eff.) A hat made of leather. Very stylish. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Wil dps ---------- Mind.crit +7% Res.pen +25% nature ----- def ----- Armour +8 Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Str +7 Dex +11 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% ----- def ----- Armour +8 Fatigue +4% Resists +12% light +13% darkness Spell.save +3 (+2 eff.) Max.HP +20.00 Disarm- +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 537.6 Physical damage. If the attack hits, the target is confused (41% 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 T3 head armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Con dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +9% arcane ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +1.50 Mana/ret +1.30 Max.mana +55.00 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +10% nature Spell.save +5 (+3 eff.) Max.HP +55.00 Heal.mod +15% A cap made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex +3 Wil +5 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +24% acid +6% cold +24% darkness +20% blight Crit.dmg- 15.00% Spell.save +12 (+7 eff.) Max.HP +60.00 HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +28% acid Max.HP +49.00 A suit of armour made of mail. |
![]() 9.0 T5 light armor [Normal] While equipped: ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +8 (+1 eff.) Melee+ 19 acid 15 fire Melee Ret 12 acid 13 fire ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +19% acid +21% fire A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +12% lightning Res.pen +15% darkness +25% lightning ----- def ----- Armour +9 Fatigue +22% Resists +18% lightning +6% darkness Max.HP +42.00 ---------- misc Light +3 A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +13 Fatigue +22% Resists +12% mind +27% fire Crit.dmg- 10.00% Spell.save +6 (+4 eff.) Mind.save +18 (+8 eff.) HP.reg +4.00 Heal.mod +10% A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str dps ---------- Phys.crit +12.0% Phys.pwr +11 (+2 eff.) Dmg.mod +21% temporal Res.pen +15% cold ----- def ----- Armour +6 Fatigue +8% ---------- misc See.Invis +24 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +15 Fatigue +8% Resists +13% nature +13% blight Max.HP +96.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 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 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+5 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+5 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 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+3 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 [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+4 eff.) Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save +15 (+7 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing frost salve [power 25] amazing frost salve [power 25]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 58% cooldown modifier. Remove 3 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing water salve [power 25] amazing water salve [power 25]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 58% cooldown modifier. Remove 3 mental effects and grants a water aura (25% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 19] powerful fiery salve [power 19]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 58% cooldown modifier. Remove 2 magical effects and grants a fiery aura (19% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 19] powerful frost salve [power 19]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 58% cooldown modifier. Remove 2 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 262] powerful healing salve [power 262]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 58% cooldown modifier. Heal 262 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 19] powerful water salve [power 19]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 58% cooldown modifier. Remove 2 mental effects and grants a water aura (19% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+3 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 53 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T2 torque charm [Ego+] Psionic 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 gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 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 [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% mind Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +3% acid ---------- misc Wards +4 blight +3 temporal +3 darkness +4 mind Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 67 lightning damage and will be dazed for 1 turn (338 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% mind Res.pen +10% mind +15% fire Melee Ret 8 mind ----- def ----- Resists +6% mind +6% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 72 lightning damage and will be dazed for 1 turn (362 total damage) Puts all charms on 15 cooldown 100% to gain a 24% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 15% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Cun +2 Con dps ---------- Res.pen +5% lightning ----- def ----- Resists +4% physical ---------- misc Hate/m.crit +2.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 98 lightning damage and will be dazed for 1 turn (494 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 28% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 47 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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 Ouchie the Orc Sawbutcher level 19
44th Retaking 124th year of Ascendancy at 02:14 see stats
By Ouchie the Orc Sawbutcher level 13
24th Retaking 124th year of Ascendancy at 14:34 see stats
By Ouchie the Orc Sawbutcher level 14
30th Retaking 124th year of Ascendancy at 16:27 see stats
By Ouchie the Orc Sawbutcher level 31
18th Revenge 124th year of Ascendancy at 18:08 see stats
By Ouchie the Orc Sawbutcher level 28
11st Revenge 124th year of Ascendancy at 05:38 see stats
By Ouchie the Orc Sawbutcher level 10
15th Retaking 124th year of Ascendancy at 12:30 see stats
By Ouchie the Orc Sawbutcher level 20
50th Retaking 124th year of Ascendancy at 11:41 see stats
By Ouchie the Orc Sawbutcher level 30
16th Revenge 124th year of Ascendancy at 01:43 see stats
By Ouchie the Orc Sawbutcher level 40
9th Pain 124th year of Ascendancy at 18:28 see stats
By Ouchie the Orc Sawbutcher level 36
25th Revenge 124th year of Ascendancy at 00:32 see stats
By Ouchie the Orc Sawbutcher level 27
9th Revenge 124th year of Ascendancy at 23:56 see stats
By Ouchie the Orc Sawbutcher level 21
51st Retaking 124th year of Ascendancy at 06:56 see stats
By Ouchie the Orc Sawbutcher level 41
11st Pain 124th year of Ascendancy at 15:17 see stats
By Ouchie the Orc Sawbutcher level 39
9th Pain 124th year of Ascendancy at 16:10 see stats
By Ouchie the Orc Sawbutcher level 16
37th Retaking 124th year of Ascendancy at 00:00 see stats
By Ouchie the Orc Sawbutcher level 43
25th Pain 124th year of Ascendancy at 16:48 see stats
Log
Velowe the steam giant guard's Beyond the Flesh performs a melee critical strike against The One That Hunts!
Bleeding from Ouchie hits Velowe the steam giant guard for (45 to psi shield), 67 physical (67 total damage).
Velowe the steam giant guard's Beyond the Flesh hits The One That Hunts for 0 physical, 0 physical (0 total damage).
The One That Hunts casts Twisted Evolution.
Velowe the steam giant guard slows down.
Tempest of Metal performs a melee critical strike against Velowe the steam giant guard!
Tempest of Metal performs a melee critical strike against The One That Hunts!
Tempest of Metal performs a melee critical strike against The One That Hunts!
Ouchie hits Velowe the steam giant guard for (87 to psi shield), 130 physical, 9 light, (6 to psi shield), 8 acid, 0 arcane, (6 to psi shield), 8 nature, 22 fire, (2 to psi shield), 4 physical, 9 cold, (51 to psi shield), 77 physical, 0 arcane, 13 light, 9 light, (6 to psi shield), 8 acid, 0 arcane, (6 to psi shield), 8 nature, 22 fire, (2 to psi shield), 4 physical, 9 cold (342 total damage).
Tempest of Metal hits Velowe the steam giant guard for (69 to psi shield), 103 physical, 9 light, (6 to psi shield), 8 acid, 0 arcane, (6 to psi shield), 8 nature, 22 fire, (2 to psi shield), 4 physical, 9 cold, 0 arcane, (42 to psi shield), 63 physical, 0 arcane, 13 light, 9 light, (6 to psi shield), 8 acid, 0 arcane, (6 to psi shield), 8 nature, 22 fire, (2 to psi shield), 4 physical, 9 cold (300 total damage).
Tempest of Metal hits The One That Hunts for 0 mind, 0 arcane, 0 light, 0 light, 0 acid, 0 arcane, 0 nature, 0 fire, 0 physical, 0 cold, 0 physical, 0 light, 0 acid, 0 arcane, 0 nature, 0 fire, 0 physical, 0 cold, 0 arcane, 0 physical, 0 arcane, 0 light, 0 light, 0 acid, 0 arcane, 0 nature, 0 fire, 0 physical, 0 cold (0 total damage).
Talent Punishment is ready to use.
Velowe the steam giant guard uses Telekinetic Smash.
Velowe the steam giant guard performs a melee critical strike against Ouchie!
Velowe the steam giant guard performs a melee critical strike against Ouchie!
Velowe the steam giant guard performs a melee critical strike against Ouchie!
Velowe the steam giant guard hits Ouchie for 419 physical, 31 physical, 244 physical, 31 physical, 0 physical, 31 physical (755 total damage).
Melee retaliation hits Velowe the steam giant guard for 5 fire, 0 arcane, (5 to psi shield), 7 nature, 5 fire, 0 arcane, (5 to psi shield), 7 nature, 5 fire, 0 arcane, (5 to psi shield), 7 nature (35 total damage).
Velowe the steam giant guard's Beyond the Flesh performs a melee critical strike against Ouchie!
Bleeding from Ouchie hits Velowe the steam giant guard for (54 to psi shield), 80 physical (80 total damage).
Melee retaliation hits Velowe the steam giant guard for 5 fire, 0 arcane, (5 to psi shield), 7 nature (12 total damage).
Velowe the steam giant guard's Beyond the Flesh hits Ouchie for 354 physical, 31 physical (385 total damage).
The One That Hunts casts Twisted Evolution.
Select a target to teleport...
Ouchie aims less carefully.
Bleeding from Ouchie hits Velowe the steam giant guard for (54 to psi shield), 80 physical (80 total damage).
Something hits Ouchie for 89 blight, 214 blight (302 total damage).
Ouchie the level 43 orc sawbutcher was poxed to death by a The One That Hunts on level 1 of Steam Quarry.