

















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 | Orcs |
Mode | Insane Adventure |
Sex | Female |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 50 / 1909% |
Size | big |
Lifes / Deaths | Killed by High Sun Paladin Aeryn at level 39 on the 5th Pain 124th year of Ascendancy at 19:25 1 / 6Killed by Sher'Tul High Priest at level 50 on the 17th Loss 124th year of Ascendancy at 00:43 Killed by Sher'Tul High Priest at level 50 on the 17th Loss 124th year of Ascendancy at 03:58 Killed by Sher'Tul High Priest at level 50 on the 17th Loss 124th year of Ascendancy at 13:28 Killed by spiked tentacle at level 50 on the 17th Loss 124th year of Ascendancy at 20:46 Killed by Sher'Tul High Priest at level 50 on the 18th Loss 124th year of Ascendancy at 01:00 |
Primary Stats
Strength | 132 (base 60) |
Dexterity | 79 (base 60) |
Constitution | 68 (base 29) |
Magic | 23 (base 10) |
Willpower | 45 (base 10) |
Cunning | 81 (base 60) |
Resources
Life | 1680/1680 |
Psi | 135/135 |
Steam | 80/80 |
Healing Factor | 1.4185538321441 |
Regeneration | 19.288750609654 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +461.57742638485% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 5.3136083051562 |
Infravision | 21 |
See Stealth | 25 |
See Invisible | 25 |
Offense: Mainhand
Damage | 199 |
Accuracy | 61 |
Crit Chance | 84% |
APR | 68 |
Speed | 1.00 |
Offense: Offhand
Damage | 98 |
Accuracy | 61 |
Crit Chance | 84% |
APR | 68 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Acid | +13% |
Light | +26% |
Nature | +13% |
Physical | +63% |
Fire | +31% |
All | +10% |
Offense: Damage Penetration
Darkness | +26% |
Fire | +36% |
Cold | +16% |
Blight | +16% |
Physical | +104% |
Mind | +26% |
All | +11% |
Defense: Base
Armour (hardiness) | 113.2485562752 (81.151787968034%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 34 |
Mental Save | 32 |
Defense: Resistances
Acid | + 36%( 70%) |
Blight | + 52%( 70%) |
Physical | + 40%( 70%) |
Cold | + 56%( 70%) |
All | + 25%( 70%) |
Lightning | + 48%( 70%) |
Darkness | + 58%( 70%) |
Fire | + 69%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 46% |
Bleed Resistance | 70% |
Disarm Resistance | 92% |
Pinning Resistance | 68% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
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 11.0 steam per turn. Can be activated for an instant burst of 55 steam. 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 221% efficiency and cooldown mod of 51%. Its effects scale with your Strength 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 250% efficiency and cooldown mod of 57%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.0 steam per turn. Can be activated for an instant burst of 65 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
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 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 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 |
Race / Orc | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 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 |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The 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. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Con dps ---------- Phys.crit +10.0% Phys.pwr +41 (+8 eff.) Dmg.mod +9% fire +6% physical Apr +12 ----- def ----- Armour +13 Silence- +46% Confus- +49% Stun/Frz- +50% ---------- misc Infravis +3 Talents +5 Rocket Boots A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Phys.crit +3.0% Phys.pwr +30 (+6 eff.) Dmg.mod +9% physical Res.pen +25% physical Melee Ret 4 darkness 16 fire ----- def ----- Resists +15% cold +8% fire Crit.dmg- 10.00% Die.at -80.00 life ---------- misc Light +4 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 +9 Sight +3 See.Stealth +25 See.Invis +25 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% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Tool | ![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +5 Con dps ---------- Dmg.mod +9% physical Res.pen +5% cold ----- def ----- Defense +15 (+4 eff.) Resists +6% cold Def/telep +15 Res/telep +15% Dur/telep +15% Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 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. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +1 Dex +5 Mag dps ---------- Crit.mult +10.00% Melee+ 23 light Ranged+ 32 light Dmg.mod +16% light +3% acid ----- def ----- Armour +2 Resists +14% nature +15% blight Die.at -80.00 life Max.HP +44.00 Poison- +30% Disease- +26% Disarm- +42% Pinning- +48% Knockbk- +50% ---------- misc Stam/turn +3.17 Max.stam +31.75 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 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 You Shall Be My Weapon! You have set the ring to grant you You Shall Be My Weapon!! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +15 (+7 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 [Rare] Nature/Steamtech Power 41.5 - 62.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +99 On Crit.r2 +12 physical Uses 1.0 Steam While equipped: Stats +6 Dex +13 Wil +13 Con dps ---------- Crit.mult +15.00% Phys.pwr +30 (+6 eff.) Res.pen +20% physical ----- def ----- Armour +22 Defense +10 (+3 eff.) Fatigue +12% Max.HP +46.00 ---------- 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! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Mag +6 Wil +1 Cun dps ---------- Spell.crit +5% Dmg.mod +17% physical Res.pen +5% blight +11% physical +15% mind ----- def ----- Resists +6% blight Max.HP +47.00 ---------- misc Hate/m.crit +1.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Master/Psionic/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +108 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 17 * 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: dps ---------- Phys.crit +10.0% Crit.mult +30.00% Dmg.mod +3% nature Res.pen +12% physical Acc +19 (+5 eff.) Apr +21 Melee Ret 2 blight ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.02 Vim/s.crit +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! |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +7 Cun +4 Wil dps ---------- Phys.crit +5.0% Mind.crit +3% Phys.pwr +5 (+1 eff.) Mind.pwr +33 (+10 eff.) Res.pen +15% darkness Melee Ret 6 darkness ----- def ----- Defense +3 (+1 eff.) Fatigue -7% Resists +9% darkness +30% lightning Stun/Frz- +50% ---------- misc Hate/m.crit +5.52 Max.hate +11.05 Light +3 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 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +15 (+3 eff.) ----- def ----- Armour +35 Defense +25 (+6 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+5 eff.) Spell.save +25 (+10 eff.) HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression +0.20 Corruption/Wrath ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
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 140% efficiency and cooldown mod of 93%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 50%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 139% efficiency and cooldown mod of 97%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 207% efficiency and cooldown mod of 51%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 62 steam. 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 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.7 steam per turn. Can be activated for an instant burst of 64 steam. 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 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 44 steam. 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 13.4 steam per turn. Can be activated for an instant burst of 67 steam. 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 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 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 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.5 steam per turn. Can be activated for an instant burst of 67 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.5 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 create a protective shield absorbing at most 566 damage for 4 turns. 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 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 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 268 (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 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+7 eff.) Steampwr +40 (+10 eff.) Spell.pwr +40 (+17 eff.) Mind.pwr +40 (+12 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Wil +5 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Armour +6 Defense +12 (+3 eff.) Resists +6% acid +3% blight +3% nature +3% lightning Res.Cap +6% all Phys.save +36 (+11 eff.) Max.HP +40.00 HP.reg +8.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Res.pen +25% physical +25% nature +25% fire Apr +2 ----- def ----- Resists +15% nature +17% blight Die.at -40.00 life Poison- +30% Disease- +25% ---------- misc Stam/turn +3.00 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 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (129). 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. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +14 Str +7 Dex +7 Wil dps ---------- Dmg.mod +21% nature ----- def ----- Resists +18% fire Crit.dmg- 15.15% Spell.save +15 (+7 eff.) Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +4 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +20% lightning Stun/Frz- +39% ---------- misc Mana/turn +0.16 Max.mana +57.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +10% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +10 Str +4 Wil dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Mind.save +15 (+7 eff.) Confus- +25% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.13 Steamtech/Chemistry Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +30% acid +18% physical +21% arcane Res.pen +25% arcane Melee Ret 6 acid ----- def ----- Resists +12% lightning +18% physical Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.pwr +10 (+5 eff.) ----- def ----- Resists +6% lightning +15% temporal Phys.save +9 (+3 eff.) Spell.save +6 (+3 eff.) HP.reg +4.00 Blind- +20% Disease- +10% Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +30% lightning +30% mind Res.pen +25% lightning +25% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Spell.save +16 (+7 eff.) ---------- misc Max.stam +23.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +9 Dex +4 Con dps ---------- Dmg.mod +39% blight +12% temporal +20% mind Res.pen +20% physical ----- def ----- Armour +8 Resists +20% mind Die.at -80.00 life Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Max.stam +39.46 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +20% mind +9% cold ----- def ----- Resists +20% mind +18% blight Spell.save +9 (+4 eff.) Die.at -80.00 life Cut- +20% Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.02 Max.vim +20.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +15% lightning +20% darkness +6% mind Melee Ret 6 lightning ----- def ----- Resists +15% cold +40% darkness +3% mind HP.reg +8.00 Blind- +44% Stun/Frz- +43% ---------- misc Infravis +5 See.Stealth +25 See.Invis +20 Rings make your fingers 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. Summon Crimson Paladin John. Uses 80 power out of 100/100 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 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +2 Dex +5 Wil dps ---------- Res.pen +10% light +15% lightning Melee Ret 8 lightning ----- def ----- Resists +3% light Mind.save +7 (+3 eff.) Confus- +28% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +13% light ----- def ----- Resists +26% light Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Max.HP +30.00 Disarm- +32% Pinning- +25% Knockbk- +38% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Fatigue -5% Resists +22% darkness ---------- misc Max.enc +23 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +20 (+4 eff.) Spell.pwr +13 (+6 eff.) Mind.pwr +18 (+6 eff.) Dmg.mod +6% all Acc +11 (+3 eff.) Apr +14 ----- def ----- Defense +14 (+4 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 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +5 Mag dps ---------- Spell.pwr +8 (+4 eff.) ----- def ----- Mind.save +8 (+4 eff.) Confus- +26% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Con ----- def ----- Spell.save +18 (+8 eff.) Max.HP +83.00 HP.reg +13.00 Heal.mod +14% ---------- misc Max.stam +22.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +7 Cun +6 Dex dps ---------- Acc +21 (+6 eff.) Apr +14 ----- def ----- Defense +12 (+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 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +3.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +8 Cun dps ---------- Melee+ 28 physical Ranged+ 28 physical On Hit (Melee): * 20% chance to reduce all saves and defense by 32 On Hit (Ranged): * 17% chance to reduce all saves and defense by 32 ---------- misc Hate/m.crit +2.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Master Power 54.0 - 81.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +33 fire While equipped: Stats +9 Str +13 Dex +12 Mag +9 Wil +12 Cun +12 Con dps ---------- All.spd +4% Res.pen +19% fire ----- def ----- Resists +6% lightning +9% mind +3% nature ---------- misc Infravis +1 Massive two-handed mauls. |
![]() 3.0 T3 longsword 1H weapon [Rare] Arcane Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Mag +7 Wil dps ---------- Spell.pwr +11 (+5 eff.) Res.pen +15% light ----- def ----- Resists +9% acid +18% light +9% lightning Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Master/Psionic Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% 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: Stats +7 Con dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +14% physical ----- def ----- Disarm- +34% Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Psionic Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 darkness Against +10% Living While equipped: Stats +2 Str dps ---------- Crit.mult +20.00% Mind.pwr +25 (+8 eff.) Dmg.mod +15% mind ---------- misc Max.hate +4.00 Light +3 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Rare] Master Power 44.5 - 62.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Crit.mult +15.00% Res.pen +25% light +15% all Acc +16 (+4 eff.) Apr +14 On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Resists +6% light +15% darkness +12% nature ---------- misc Max.hate +10.20 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Arcane/Nature Power 46.5 - 65.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 While equipped: Stats +9 Str +8 Dex +9 Mag +12 Wil +9 Cun +8 Con Blunt and deadly. |
![]() 3.0 T4 steamsaw 1H weapon Reqs Mag 30 [Unique] Arcane/Steamtech Power 40.0 - 60.0 Occult Uses 100% Mag Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +45 Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.spd +10% ----- def ----- Fatigue +15% Spell.save +10 (+5 eff.) Silence- +40% ---------- misc Talents +3 Block +4 Electron Incantation Increases the steam your arcane dynamo generate per 10 points of mana by 2. Saws made of metal? That is no good for a discerning Technomancer so Galen made a saw out of pure arcane forces! |
![]() 3.0 T4 steamsaw 1H weapon [Unique] Psionic/Steamtech Power 36.0 - 54.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +14.0% Atk.spd 100% Block +50 HP.leech +5% Melee+ +10% gloom effects Uses 1.0 Steam While equipped: ----- def ----- Armour +8 Defense +12 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
![]() 3.0 T4 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 35.0 - 52.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +23 Crit +5.0% Atk.spd 100% Block +60 Dmg.conv 50% temporal On Hit: 8% Turn Back the Clock 2 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +20 (+5 eff.) Fatigue +8% Resists +15% temporal ---------- misc Talents +2 Block 5 turns after use, mirror yourself across the map (centered around the location you were standing when activated).. Uses 30 power out of 30/30 Activation is instant. The experiment of a mad chronomancer, this strange device is a portal into a backwards universe! That is, everything there spins the opposite direction. I guess it probably grinds things pretty well. |
![]() 3.0 T3 steamsaw 1H weapon [Unique] Nature/Steamtech Power 27.0 - 40.5 Nature Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +19 Crit +3.0% Atk.spd 100% Block +50 On Kill: * summon a treant (5 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +14 Defense +4 (+1 eff.) Fatigue +8% ---------- misc Talents +1 Block "Spread the wonders of nature even quicker than ever with this seed injecting steamsaw! Your former enemies will be freshly grown trees before you even know it!" |
![]() 3.0 T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Power 50.0 - 75.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 HP.leech +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +18 Defense +14 (+4 eff.) Fatigue +15% ---------- misc Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
![]() 3.0 T4 steamsaw 1H weapon [Rare] Master/Steamtech Power 33.0 - 49.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Block +66 Uses 1.0 Steam While equipped: dps ---------- Phys.crit +8.0% Acc +13 (+4 eff.) ----- def ----- Armour +17 Defense +51 (+13 eff.) Fatigue +10% Resists +20% darkness Disarm- +41% ---------- 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+] Nature/Disrupt/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +75 On Hit: * 13 arcane resource burn Uses 1.0 Steam While equipped: Stats +10 Con +9 Wil ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Max.HP +49.00 ---------- 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 [Random Unique] Arcane/Master/Psionic/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 Melee+ +8 blight +4 nature +4 fire On Hit.r1 +4 fire On Hit: 20% Epidemic 5 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 17 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam While equipped: Stats +5 Con dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +9% fire Res.pen +25% nature +8% physical On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Disease- +19% Disarm- +16% ---------- 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] Nature/Master/Psionic/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 On Hit: * 50% chance to put 1 talent on cooldown for 4 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 +4 Con dps ---------- Phys.crit +15.0% Phys.pwr +14 (+3 eff.) Spell.pwr +10 (+5 eff.) Melee+ 28 cold Melee Ret 14 ice ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +9% blight ---------- misc Max.vim +20.00 Light +3 Infravis +2 See.Invis +9 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] Psionic Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 fire On Hit: * 20% chance to reduce all saves and defense by 32 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +11 Dex +3 Mag dps ---------- Melee Ret 10 fire ---------- misc See.Invis +24 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 40.0 - 56.0 Physical Uses 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 49 damage * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Phys.crit +8.0% Crit.mult +38.00% Spell.pwr +15 (+7 eff.) S.pwr/crit +2 Dmg.mod +6% arcane +6% blight Apr +12 Melee Ret 4 blight One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Disrupt/Master Power 39.0 - 54.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: dps ---------- Dmg.mod +9% nature Res.pen +9% physical Acc +13 (+4 eff.) Apr +7 ----- def ----- Resists +16% acid +12% lightning +11% cold +3% blight +11% fire +5% arcane +6% all Spell.save +8 (+4 eff.) One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Nature Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +6 Mag +20 Wil +7 Cun +15 Con ----- def ----- Max.HP +59.00 One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% mind Res.pen +20% acid On Hit (Melee): * 20% chance to slow global speed by 59% * 20 arcane resource burn ----- def ----- Resists +18% lightning +9% blight +11% fire +15% mind +20% cold A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +30% fire On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Resists +6% darkness Mind.save +8 (+4 eff.) Max.HP +61.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +10% light +10% mind Melee Ret 10 light On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Armour +8 Defense +10 (+3 eff.) Phys.save +19 (+7 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Disrupt/Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Resists +5% acid +9% blight Stealth +6 ---------- misc T.Disarm +8 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.crit +5% Dmg.mod +18% darkness Res.pen +25% acid On Hit (Melee): * 20% chance to reduce armor by 26% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% acid +20% darkness A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Wil dps ---------- Against +24% Summoned ----- def ----- Resists +7% acid +7% fire +8% lightning +7% cold D.Red.from +17% Summoned A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Melee Ret 8 mind ----- def ----- Defense +2 (+0 eff.) Resists +0% lightning +9% temporal +6% cold +15% mind +12% fire Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% 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 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Has a 50% chance each turn to slash an adjacent enemy for 263 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 53 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Resists +0% lightning ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+10 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+4 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +10 Defense +2 (+0 eff.) Resists +19% cold +12% nature +15% temporal Crit.dmg- 15.00% HP.reg +4.00 Silence- +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] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +30% acid +24% nature +15% light Res.pen +25% acid On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Defense +2 (+0 eff.) Resists +9% nature 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 [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+0 eff.) Resists +11% nature +14% blight HP.reg +2.00 Heal.mod +13% 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 [Ego+] Arcane While equipped: Stats +2 Mag +4 Wil ----- def ----- Defense +2 (+0 eff.) Spell.save +14 (+6 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.mana +53.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +16% nature +9% light ----- def ----- Resists +10% darkness +9% blight +24% nature +13% mind +11% all Crit.dmg- 15.00% Phys.save +12 (+4 eff.) Spell.save +13 (+6 eff.) Mind.save +29 (+12 eff.) Max.HP +54.00 HP.reg +2.70 Heal.mod +13% ---------- misc See.Invis +6 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +10 Dex +3 Wil dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +15% light +9% all ----- def ----- Resists +15% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +22% cold Res.pen +15% physical Apr +4 On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Armour +10 Defense +30 (+8 eff.) Resists +33% cold +11% all Die.at -80.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+7 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +25 (+5 eff.) Dmg.mod +12% physical Res.pen +25% mind Acc +10 (+3 eff.) Melee Ret 6 mind ----- def ----- Armour +9 Resists +10% acid +8% fire +17% lightning +10% cold A pair of boots made of leather. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +5 Con dps ---------- Dmg.mod +9% physical Melee Ret 6 lightning 6 acid ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +58.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +14% acid +13% blight Melee Ret 4 acid 10 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Armour +4 Fatigue +3% Resists +12% acid +15% blight Disease- +29% 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 [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.pwr +10 (+5 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +15 Defense +13 (+3 eff.) Fatigue +4% Resists +12% acid +10% fire +10% lightning +11% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 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 33% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. 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] Arcane While equipped: Stats +8 Mag dps ---------- S.pwr/crit +8 Dmg.mod +30% blight +12% temporal ----- def ----- Armour +3 Silence- +38% Confus- +34% Stun/Frz- +35% ---------- misc Mana/s.crit +2.02 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +3 Str +5 Dex dps ---------- Mind.crit +6% Dmg.mod +30% mind ----- def ----- Armour +3 Resists +11% lightning +11% temporal Mind.save +18 (+8 eff.) ---------- misc Hate/m.crit +4.00 Light +2 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Armour +3 Resists +6% cold +6% mind +3% light Stealth +8 Blind- +20% A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Arcane While equipped: dps ---------- Res.pen +16% darkness +15% temporal ----- def ----- Armour +5 Resists +27% darkness +29% temporal Silence- +39% Confus- +33% Stun/Frz- +20% Def/telep +17 Res/telep +18% Dur/telep +15% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Arcane While equipped: Stats +3 Mag ----- def ----- Armour +3 Silence- +26% Confus- +29% Stun/Frz- +24% ---------- misc Spell.cld 10% 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% Dex, 40% Cun, 20% Mag 40% Str 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 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +9% blight ----- def ----- Armour +3 Fatigue +5% Resists +18% darkness Phys.save +18 (+6 eff.) Max.HP +100.00 HP.reg +4.00 ---------- misc Equi/ret +0.28 Max.vim +30.00 Unarmed combat: Power 41.0 - 57.4 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 [Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +6 Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 91% Rushing Claws: Level 2.0 Pwr.cost 24 out of 24/24. Range 7 Travel.spd instantaneous Is a nature gift Description: Rushes toward your target with incredible speed. If the target is reached, you use your claws to pin it to the ground for 5 turns. You must rush from at least 2 tiles away. A pair of sharply honed gauntlets made from the claws of Ritch Impalers. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+4 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+7 eff.) Max.HP +100.00 ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 167.20 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 9 lightning Dmg.mod +8% lightning +12% temporal +12% nature Res.pen +10% nature Melee Ret 10 nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +7% lightning +6% light Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +11 lightning On Hit: 10% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +5 Dex +2 Cun dps ---------- Acc +12 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +10 (+4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +10 Apr +9 Crit +22.0% Atk.spd 83% On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +16 (+6 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+1 eff.) Disarm- +44% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 31.0 - 43.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +4 Apr +15 Crit +18.0% Atk.spd 83% Melee+ +4 physical On Hit: 10% Juggernaut 1 On Hit: 10% Set Up 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Cun +3 Str dps ---------- Melee+ 8 nature 9 temporal Ranged+ 10 temporal Dmg.mod +6% nature +5% temporal Res.pen +15% cold Acc +7 (+2 eff.) ----- def ----- Armour +2 Resists +8% temporal +7% darkness +7% nature ---------- misc Infravis +3 See.Invis +3 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +3 Crit +9.0% Atk.spd 100% Melee+ +16 darkness On Crit.r2 +8 nature On Hit: 10% Venomous Breath 3 On Crit: 10% Dominate 3 On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Con ----- def ----- Armour +8 Phys.save +19 (+7 eff.) Spell.save +5 (+2 eff.) Mind.save +18 (+8 eff.) Max.HP +55.00 Disarm- +22% Unarmed combat: Power 34.0 - 37.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +5 Crit +5.0% Atk.spd 100% Melee+ +19 physical On Hit: 10% Juggernaut 1 On Hit: 10% Battle Shout 5 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +4 (+2 eff.) Melee+ 7 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Resists +5% arcane HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +12.00 Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 arcane On Hit: 10% Nightmare 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +10 Dex +13 Cun dps ---------- Acc +8 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +7 (+2 eff.) Fatigue +5% Resists +9% nature Spell.save +4 (+2 eff.) Max.HP +100.00 Heal.mod +16% ---------- misc Infravis +3 See.Invis +3 A cap made of leather. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-3 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. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 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 (+1 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 222.31 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. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+6 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Con dps ---------- Res.pen +20% nature Melee Ret 4 cold On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Armour +3 Fatigue +3% Resists +6% nature +30% cold A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +6 Str +10 Dex dps ---------- Dmg.mod +27% light +12% temporal Res.pen +30% light Acc +30 (+8 eff.) Melee Ret 8 physical On Hit (Melee): * 26% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +21 Defense +30 (+8 eff.) Fatigue +5% A hat made of leather. Very stylish. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 Blind-Fight: No penalty when attacking invisible/stealthed A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+7 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+11 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +5 Dex dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +15% darkness +18% light HP.reg +4.00 Silence- +20% ---------- misc Max.stam +30.00 Infravis +5 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +8 Dex +5 Mag +5 Wil +3 Cun +4 Con dps ---------- Dmg.mod +9% cold Melee Ret 8 cold ----- def ----- Armour +3 Fatigue +3% ---------- misc Light +3 See.Invis +12 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +12% cold Apr +3 ----- def ----- Armour +11 Fatigue +3% Resists +4% physical ---------- misc Stam/ret +1.60 Equi/ret +1.90 See.Invis +18 A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +4% Resists +10% cold +3% all Phys.save +11 (+4 eff.) ---------- misc Breathe water 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 +15 Wil +0 Cun +9 Con dps ---------- Dmg.mod +15% nature On Hit (Melee): * 10% chance to slow global speed by 59% ----- def ----- Armour +5 Fatigue +5% Resists +19% blight +9% nature Mind.save +27 (+11 eff.) Blind-Fight: No penalty when attacking invisible/stealthed A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Wil ----- def ----- Armour +11 Defense +7 (+2 eff.) Fatigue +4% Resists +15% fire +9% darkness +5% all Phys.save +11 (+4 eff.) Spell.save +18 (+8 eff.) Heal.mod +10% Stun/Frz- +20% 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] Nature/Disrupt/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +5 (+2 eff.) Dmg.mod +9% mind ----- def ----- Defense +3 (+1 eff.) Resists +17% lightning +11% temporal +6% light +15% blight +3% cold +18% mind +8% nature Phys.save +10 (+4 eff.) Mind.save +11 (+5 eff.) ---------- misc Hate/m.crit +1.00 Max.psi +25.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str ----- def ----- Armour +3 Defense +30 (+8 eff.) Fatigue +3% Resists +6% fire Crit.dmg- 15.00% Mind.save +9 (+4 eff.) HP.reg +4.00 Disease- +20% Confus- +20% Knockbk- +20% A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +7 Mag +6 Wil +6 Cun +7 Con dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +1 (+0 eff.) Resists +18% lightning +12% mind A pointy cloth hat, very wizardly... |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +5 Mag dps ---------- Res.pen +15% darkness Melee Ret 10 darkness ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +19% lightning +6% light +12% darkness ---------- misc Infravis +2 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +2.0% Phys.pwr +10 (+2 eff.) Res.pen +25% physical On Hit (Melee): * 20% chance to slow global speed by 59% * 20% chance to reduce all saves and defense by 32 ----- def ----- Armour +22 Defense +3 (+1 eff.) Fatigue +12% Resists +21% cold ---------- misc Max.stam +20.00 A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +6 Wil dps ---------- Dmg.mod +18% blight +3% temporal Res.pen +15% blight +15% temporal ----- def ----- Armour +20 Fatigue +22% Resists +7% acid +20% darkness +29% blight +19% fire +10% cold ---------- misc Light +2 Breathe water A suit of armour made of metal plates. It was hardened by the digestive sack. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +3 Dex +9 Mag +7 Wil +11 Cun ----- def ----- Armour +19 Fatigue +22% Resists +20% darkness +9% fire Mind.save +22 (+10 eff.) Confus- +20% A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+4 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+5 eff.) Mind.save +25 (+11 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 8 Armour, 11 Defense and your attacks will gain 17% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+14 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() 12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+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 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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 T3 digger tool [Rare] Nature While equipped: Stats +5 Str +7 Dex dps ---------- Dmg.mod +7% nature On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Resists +13% nature +9% light Crit.dmg- 10.00% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +3 Con dps ---------- Mind.crit +3% Dmg.mod +6% mind ----- def ----- Resists +5% arcane +12% darkness Mind.save +18 (+8 eff.) ---------- misc Equi/ret +0.04 Max.psi +10.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str +3 Wil dps ---------- Res.pen +25% acid ----- def ----- Armour +10 Resists +15% acid +18% cold +15% mind Mind.save +6 (+3 eff.) Die.at -60.00 life Max.HP +40.00 HP.reg +4.45 ---------- misc Max.stam +28.00 Max.hate +6.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Cun +3 Str dps ---------- Phys.crit +4.0% Crit.mult +28.00% Phys.pwr +10 (+2 eff.) Res.pen +25% blight Apr +8 On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Spell.save +9 (+4 eff.) ---------- misc Max.hate +10.00 Max.psi +50.00 Max.vim +50.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Max.HP +33.00 ---------- misc Max.stam +27.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 2.0 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 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 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str +3 Dex +5 Mag +6 Wil ----- def ----- Resists +6% fire +6% temporal Phys.save +8 (+3 eff.) Heal.mod +17% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 97.12 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 97.12 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 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.(102 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T5 lite [Ego+] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +8 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) ---------- misc Light +5 See.Stealth +23 See.Invis +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 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 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 50] amazing fiery salve [power 50]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 221% efficiency and 51% cooldown modifier. Remove 3 magical effects and grants a fiery aura (50% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 50] amazing frost salve [power 50]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 221% efficiency and 51% cooldown modifier. Remove 3 physical effects and grants a frost aura (50% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 725] amazing healing salve [power 725]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 221% efficiency and 51% cooldown modifier. Heal 725 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing water salve [power 50] amazing water salve [power 50]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 221% efficiency and 51% cooldown modifier. Remove 3 mental effects and grants a water aura (50% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 624] great healing salve [power 624]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 221% efficiency and 51% cooldown modifier. Heal 624 Puts Talent Medical Injector on 15 cooldown 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 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +16 (+4 eff.) ---------- misc Light +6 Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: Stats +3 Str +2 Mag +1 Cun dps ---------- Res.pen +15% arcane Blast the opponent's mind dealing 231 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% cold +21% light +6% fire Res.pen +15% fire Melee Ret 8 cold ----- def ----- Resists +15% cold ---------- misc Light +3 Project a gust of wind in a cone knocking enemies back 10 spaces and dealing 448 physical damage Puts all charms on 15 cooldown 100% to heal for 66. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% blight +6% darkness Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 26% * 20% chance to reduce armor by 26% ----- def ----- Resists +6% blight 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 increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Cun +2 Con dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Resists +15% light Silence- +10% Stun/Frz- +10% ---------- misc Stam/turn +1.00 Project a gust of wind in a cone knocking enemies back 9 spaces and dealing 399 physical damage 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: Stats +3 Dex +8 Mag dps ---------- Dmg.mod +6% mind +6% cold ----- def ----- Resists +6% mind ---------- misc Infravis +3 Harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to increase all damage penetration by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% acid Res.pen +15% mind Melee Ret 8 acid ----- def ----- Resists +12% blight Crit.dmg- 15.00% Phys.save +6 (+2 eff.) Blind- +20% Stun/Frz- +10% Fire a magical bolt dealing 321 fire damage Puts all charms on 15 cooldown 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 [Random Unique] Arcane While equipped: dps ---------- Res.pen +25% physical ----- def ----- Armour +2 Resists +6% lightning Phys.save +12 (+4 eff.) Create a shield absorbing up to 506 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 28% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+7 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 100 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 59% ----- def ----- Armour +16 Defense +20 (+5 eff.) Resists +6% lightning +6% temporal +9% nature Blind- +20% Create a shield absorbing up to 218 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 55. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 11, power 48 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 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 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 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: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Mitzi the Orc Sawbutcher level 47
43rd Pain 124th year of Ascendancy at 10:42 see stats
By Mitzi the Orc Sawbutcher level 14
26th Retaking 124th year of Ascendancy at 00:50 see stats
By Mitzi the Orc Sawbutcher level 50
23rd Destruction 124th year of Ascendancy at 06:09 see stats
By Mitzi the Orc Sawbutcher level 50
31st Loss 124th year of Ascendancy at 02:16 see stats
By Mitzi the Orc Sawbutcher level 50
18th Destruction 124th year of Ascendancy at 02:57 see stats
By Mitzi the Orc Sawbutcher level 50
52nd Dearth 124th year of Ascendancy at 16:55 see stats
By Mitzi the Orc Sawbutcher level 32
30th Revenge 124th year of Ascendancy at 23:42 see stats
By Mitzi the Orc Sawbutcher level 50
12nd Loss 124th year of Ascendancy at 11:12 see stats
By Mitzi the Orc Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 07:40 see stats
By Mitzi the Orc Sawbutcher level 20
36th Retaking 124th year of Ascendancy at 00:04 see stats
By Mitzi the Orc Sawbutcher level 30
19th Revenge 124th year of Ascendancy at 11:47 see stats
By Mitzi the Orc Sawbutcher level 40
14th Pain 124th year of Ascendancy at 05:22 see stats
By Mitzi the Orc Sawbutcher level 50
44th Pain 124th year of Ascendancy at 15:12 see stats
By Mitzi the Orc Sawbutcher level 50
18th Destruction 124th year of Ascendancy at 18:59 see stats
By Mitzi the Orc Sawbutcher level 50
13rd Loss 124th year of Ascendancy at 22:40 see stats
By Mitzi the Orc Sawbutcher level 39
3rd Pain 124th year of Ascendancy at 09:41 see stats
By Mitzi the Orc Sawbutcher level 43
24th Pain 124th year of Ascendancy at 16:05 see stats
By Mitzi the Orc Sawbutcher level 25
49th Retaking 124th year of Ascendancy at 08:07 see stats
By Mitzi the Orc Sawbutcher level 50
17th Loss 124th year of Ascendancy at 00:43 see stats
By Mitzi the Orc Sawbutcher level 50
18th Loss 124th year of Ascendancy at 06:33 see stats
By Mitzi the Orc Sawbutcher level 46
28th Pain 124th year of Ascendancy at 17:36 see stats
By Mitzi the Orc Sawbutcher level 50
25th Destruction 124th year of Ascendancy at 03:28 see stats
By Mitzi the Orc Sawbutcher level 27
18th Revenge 124th year of Ascendancy at 12:58 see stats
By Mitzi the Orc Sawbutcher level 50
18th Loss 124th year of Ascendancy at 19:08 see stats
By Mitzi the Orc Sawbutcher level 38
2nd Pain 124th year of Ascendancy at 05:41 see stats
By Mitzi the Orc Sawbutcher level 17
33rd Retaking 124th year of Ascendancy at 20:44 see stats
Log
Primal tree turns into grass.
Primal tree turns into grass.
Primal tree turns into grass.
Primal tree turns into grass.
Primal tree turns into grass.
Primal tree turns into grass.
Primal tree turns into grass.
Primal tree turns into grass.
Primal tree turns into grass.
Primal tree turns into grass.
Primal tree turns into grass.
Primal tree turns into grass.
Primal tree turns into grass.
The One That Hunts hits Mitzi for 164 darkness damage.
Mitzi picks up ( .): pair of hardened leather boots 'Gunigrim' (0 def, 3 armour).
Mitzi wears (replacing Stokemoon the steel amulet): The Black Core.
Mitzi wears (replacing Unbreakable Greaves (8 def, 20 armour) ): Smolderstone (0 def, 13 armour).
You detach voratun rocket boots from your Unbreakable Greaves (8 def, 20 armour).
You attach voratun rocket boots to your Smolderstone (0 def, 13 armour) .
Mitzi is no longer inspired.
Resting starts...
Mitzi no longer feels strong.
Rested for 3 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.