
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
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 1.7.3Official 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 1.7.3Official 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 1.7.3Donators/Buyers bonus! Forbidden Cults 1.7.3Official 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 | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Thalore |
Class | Sawbutcher |
Level / Exp | 50 / 3275% |
Size | big |
Lifes / Deaths | Killed by Hypostasis of Entropy at level 50 on the 79th Dusk 123rd year of Ascendancy at 08:12 5 / 2Killed by Hypostasis of Entropy at level 50 on the 79th Dusk 123rd year of Ascendancy at 10:40 |
Primary Stats
Strength | 206 (base 60) |
Dexterity | 123 (base 60) |
Constitution | 98 (base 36) |
Magic | 43 (base 8) |
Willpower | 59 (base 11) |
Cunning | 127 (base 60) |
Resources
Life | 1577/1577 |
Steam | 80/80 |
Healing Factor | 2.1908622391207 |
Regeneration | 18.681434678986 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +506.67952976763% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 11 |
Infravision | 20 |
See Stealth | 25 |
See Invisible | 51 |
ESP Range | 10 |
ESP Kinds | demon/minor, animal/canine, demon/major |
Offense: Mainhand
Damage | 244 |
Accuracy | 85 |
Crit Chance | 120% |
APR | 91 |
Speed | 1.00 |
Offense: Offhand
Damage | 121 |
Accuracy | 85 |
Crit Chance | 120% |
APR | 91 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 56% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 60% |
Speed | 1 |
Offense: Damage Bonus
Physical | +122% |
Lightning | +54% |
Fire | +51% |
All | +36% |
Offense: Damage Penetration
Physical | +85% |
Fire | +40% |
All | +15% |
Defense: Base
Armour (hardiness) | 112.72307323196 (100%) |
Defense | 72 |
Ranged Defense | 72 |
Fatigue | 0 |
Physical Save | 71 |
Spell Save | 47 |
Mental Save | 55 |
Defense: Resistances
Acid | + 50%( 70%) |
Blight | + 53%( 70%) |
Physical | + 42%( 70%) |
Cold | + 58%( 70%) |
All | + 28%( 70%) |
Darkness | + 51%( 70%) |
Light | + 33%( 70%) |
Temporal | + 33%( 70%) |
Fire | + 52%( 70%) |
Lightning | + 50%( 70%) |
Defense: Immunities
Pinning Resistance | 75% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Teleport Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 41 up to 10 times. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 101 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
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 197% efficiency and cooldown mod of 52%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.5 steam per turn. Can be activated for an instant burst of 98 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 285% efficiency and cooldown mod of 54%. 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 |
| 1/5 |
| 5/5 |
| 4/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Blacksmith | 1.20 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Overheat Saws |
talent | Melting Point |
talent | Mow Down |
talent | Saw Wheels |
talent | Grinding Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Doomelf Saw. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost defiler from death by Doomelf Saw. Escort: lost defiler (level 1 of Old Forest) | failed |
You failed to protect the lost defiler from death by Doomelf Saw. Escort: lost defiler (level 2 of Daikara) | failed |
You failed to protect the lost defiler from death by Doomelf Saw. Escort: lost defiler (level 3 of Norgos Lair) | failed |
You failed to protect the lost warrior from death by Doomelf Saw. Escort: lost warrior (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Doomelf Saw. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the repented thief from death by Doomelf Saw. Escort: repented thief (level 2 of Trollmire) | failed |
You failed to protect the repented thief from death by Doomelf Saw. Escort: repented thief (level 6 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Doomelf Saw. Escort: worried loremaster (level 2 of Norgos Lair) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 330. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 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 Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +125% Teleport- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() 0.0 T5 lite [Random Unique] Arcane/Nature While equipped: Stats +10 Wil +6 Mag dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +3% Crit.mult +19.00% Phys.pwr +8 (+1 eff.) Spell.pwr +18 (+6 eff.) Dmg.mod +3% fire ----- def ----- Resists +9% blight +8% darkness Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.04 Light +7 Infravis +5 See.Invis +12 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 44 blight damage or heals 48 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +15 (+4 eff.) Blind- +100% ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Blind-Fight: No penalty when attacking invisible/stealthed This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
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 | ![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str dps ---------- Apr +8 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +8 Str dps ---------- Spell.crit +7% Dmg.mod +24% physical ----- def ----- Armour +16 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.16 Max.stam +30.00 Max.hate +10.00 Rings make your fingers look great! |
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 T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+5 eff.) Dmg.mod +19% all Melee Ret 34 darkness ----- def ----- Heal.mod +50% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 41.0 - 61.5 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 Melee+ +16 light Uses 1.0 Steam While equipped: Stats +2 Cun +6 Con dps ---------- Phys.crit +13.0% Crit.mult +18.00% Phys.pwr +15 (+2 eff.) Res.pen +13% physical +15% all Acc +21 (+5 eff.) Apr +26 Melee Ret 2 light ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Crit.dmg- 15.15% Disarm- +24% ---------- misc Light +2 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Str +11 Dex +6 Wil +12 Cun dps ---------- Phys.crit +14.0% Mind.crit +13% Dmg.mod +25% physical Res.pen +17% physical On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Resists +6% temporal +3% darkness +3% fire +6% light +12% cold Phys.save +18 (+5 eff.) Spell.save +19 (+6 eff.) Mind.save +20 (+6 eff.) A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Master/Psionic/Steamtech Power 40.5 - 60.8 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 stun, blind, pin, confuse, or silence the target for 3 turns * 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 ---------- Dmg.mod +18% lightning Acc +12 (+3 eff.) Melee Ret 4 lightning On Hit (Melee): * 20% chance to slow global speed by 58% * 10 arcane resource burn ----- def ----- Armour +6 Defense +20 (+5 eff.) Fatigue +12% Resists +9% cold Disarm- +48% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+3 eff.) Resists +30% lightning Phys.save +10 (+3 eff.) Stun/Frz- +50% ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +10 Str +10 Dex +10 Mag +16 Wil +14 Cun +13 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +35 Defense +25 (+7 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+4 eff.) Spell.save +25 (+8 eff.) 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 143% efficiency and cooldown mod of 61%. 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 126% efficiency and cooldown mod of 59%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.3 steam per turn. Can be activated for an instant burst of 72 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 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 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 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.6 steam per turn. Can be activated for an instant burst of 73 steam. 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 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 20.6 steam per turn. Can be activated for an instant burst of 103 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 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 16.4 steam per turn. Can be activated for an instant burst of 82 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 140.54 physical damage and 172.27 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -965 life. The duration and life will increase by 1% for every 1% life you have lost (currently 965 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1281% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 44% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 47% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 40% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 57% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 63% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.0 potion [Plot Item] Nature Permanently increase your chance to critically strike with spells by 4%. A vial of churning orange fluid. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 3 mind, 4 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 315 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 524.96 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 100 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 169 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 150 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 67 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 680 damage for 6 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 685 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 716 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 879 damage for 6 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 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 52 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 44 up to 6 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand 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 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +6 Str +3 Dex dps ---------- Dmg.mod +24% acid On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Armour +8 Resists +15% acid ---------- misc Masteries +0.31 Steamtech/Automated butchery Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Mag dps ---------- S.pwr/crit +10 Dmg.mod +9% arcane +18% blight Res.pen +10% blight ----- def ----- Resists +22% light +18% darkness Spell.save +6 (+2 eff.) Blind- +26% Amulets make your neck look great! |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 amulet jewelry [Unique] 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 261 (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] 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] Arcane While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+6 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 799.77 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +5.0% Apr +11 On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Defense +30 (+8 eff.) Die.at -80.00 life ---------- misc Masteries +0.34 Steamtech/Automated butchery +0.34 Steamtech/Battlefield management Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil +2 Con dps ---------- Spell.crit +5% Dmg.mod +12% physical Res.pen +15% blight Apr +2 ----- def ----- Armour +8 Resists +18% fire +18% cold Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +3.06 Max.hate +10.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Dex +3 Con dps ---------- Dmg.mod +3% cold Res.pen +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 31 ----- def ----- Resists +23% fire +44% cold Phys.save +11 (+3 eff.) Max.HP +62.00 HP.reg +6.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +21% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag ----- def ----- Resists +13% lightning Stun/Frz- +23% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Master While equipped: ----- def ----- Armour +5 Defense +7 (+2 eff.) Res.Cap +4% all Phys.save +18 (+5 eff.) ---------- misc Masteries +0.40 Wild-gift/Harmony +0.40 Steamtech/Chemistry Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Armour +7 Defense +10 (+3 eff.) Res.Cap +7% all Phys.save +22 (+6 eff.) Blind- +27% ---------- misc Infravis +10 Sight +2 See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: Stats +5 Dex ----- def ----- Fatigue -5% HP.reg +3.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +14% light +15% darkness Blind- +26% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +6 Str +2 Dex +6 Mag +3 Con dps ---------- Phys.pwr +9 (+1 eff.) Mind.pwr +15 (+5 eff.) Phys.spd +10% Dmg.mod +9% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Resists +15% mind ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +20 Lck +7 Cun dps ---------- Dmg.mod +9% lightning +6% darkness Res.pen +20% lightning +10% darkness +15% mind Acc +20 (+4 eff.) On Hit (Melee): * 23% chance to reduce all saves and defense by 31 ----- def ----- Defense +18 (+5 eff.) Resists +6% lightning Unseen.red 20% ---------- misc Masteries +0.35 Steamtech/Blacksmith +0.35 Steamtech/Physics Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: Stats +8 Str +9 Dex +8 Wil Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +6% lightning ----- def ----- Resists +15% mind Mind.save +15 (+5 eff.) HP.reg +4.00 Stun/Frz- +27% ---------- misc Psi/ret +0.12 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +8 Str +3 Mag dps ---------- Phys.crit +5.0% Spell.crit +4% Crit.mult +22.72% Res.pen +28% fire ----- def ----- Blind- +44% ---------- misc Stam/turn +3.00 Infravis +6 See.Stealth +21 See.Invis +21 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +5 Dex +15 Mag +8 Wil +12 Cun +4 Con dps ---------- Res.pen +15% nature +29% mind ----- def ----- Defense +16 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold +12% fire Res.pen +10% lightning Melee Ret 10 cold ----- def ----- Resists +21% lightning +6% fire Max.HP +36.00 Disarm- +32% Pinning- +43% Knockbk- +39% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +4 Dex +10 Mag +3 Wil +6 Cun dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +30% light ---------- misc See.Invis +15 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +7 Mag dps ---------- Phys.pwr +15 (+2 eff.) Res.pen +15% acid +25% physical ----- def ----- Defense +29 (+8 eff.) Resists +15% acid ---------- misc Light +3 Infravis +3 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +6 Dex dps ---------- Dmg.mod +12% fire Acc +10 (+2 eff.) Melee Ret 6 fire 8 temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Resists +15% blight Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+6 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +9 Mag dps ---------- Dmg.mod +27% nature Res.pen +15% light Melee Ret 4 nature On Hit (Melee): * 22% chance to reduce armor by 34% * 22% chance to slow global speed by 58% * 20% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Resists +18% blight Spell.save +18 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +2 Mag +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+4 eff.) Melee Ret 8 lightning ----- def ----- Resists +18% lightning Silence- +29% ---------- misc Mana/turn +0.28 Light +3 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Wil dps ---------- Dmg.mod +18% lightning +6% acid Res.pen +10% lightning Melee Ret 10 acid ----- def ----- Resists +6% acid +21% lightning Mind.save +14 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.crit +2.0% Phys.pwr +25 (+4 eff.) Dmg.mod +16% cold Acc +10 (+2 eff.) Melee Ret 6 light 10 fire ----- def ----- Armour +4 Resists +32% cold Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +24% cold ----- def ----- Resists +18% lightning +12% cold +6% arcane +15% fire Phys.save +21 (+5 eff.) HP.reg +9.00 Blind- +23% Silence- +23% Stun/Frz- +50% Def/telep +18 Res/telep +18% Dur/telep +18% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 21.43 cold and 34.97 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: ----- def ----- Resists +6% lightning +30% cold Mind.save +9 (+3 eff.) HP.reg +4.04 Blind- +58% Silence- +20% Pinning- +20% ---------- misc Infravis +5 See.Stealth +14 See.Invis +16 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +3 Str +3 Dex +2 Con dps ---------- Phys.crit +2.0% Phys.pwr +20 (+3 eff.) Spell.pwr +15 (+5 eff.) Res.pen +20% arcane ----- def ----- Armour +6 Max.HP +79.00 HP.reg +13.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +12% mind ----- def ----- Resists +12% mind Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +8 Wil dps ---------- Spell.pwr +15 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +9 Str +6 Cun +8 Con dps ---------- Phys.pwr +11 (+2 eff.) Melee+ 15 physical Ranged+ 22 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 31 On Hit (Ranged): * 19% chance to reduce all saves and defense by 31 ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +12% darkness Acc +10 (+2 eff.) ----- def ----- Resists +24% darkness Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +26% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Fatigue -6% Resists +22% cold ---------- misc Max.enc +25 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +9 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +6% all Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: dps ---------- Phys.pwr +14 (+2 eff.) Spell.pwr +14 (+4 eff.) Mind.pwr +14 (+5 eff.) Dmg.mod +6% all ----- def ----- Blind- +44% ---------- misc Infravis +5 See.Stealth +23 See.Invis +25 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +13 Cun +8 Mag dps ---------- Spell.pwr +14 (+4 eff.) Melee+ 21 physical Ranged+ 17 physical On Hit (Melee): * 17% chance to reduce all saves and defense by 31 On Hit (Ranged): * 14% chance to reduce all saves and defense by 31 ---------- misc Hate/m.crit +2.00 Max.hate +14.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Con ----- def ----- Spell.save +17 (+5 eff.) Silence- +37% ---------- misc Mana/turn +0.36 Max.stam +32.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +11 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +13 (+5 eff.) Blind- +34% ---------- misc Infravis +5 See.Stealth +25 See.Invis +22 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun +8 Dex dps ---------- Dmg.mod +13% cold Acc +7 (+2 eff.) ----- def ----- Resists +26% cold Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +8 Dex dps ---------- Acc +13 (+3 eff.) ----- def ----- HP.reg +6.00 Stun/Frz- +35% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Mind.save +9 (+3 eff.) Confus- +37% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Resists +22% acid +15% fire +19% lightning +22% cold Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+2 eff.) Acc +25 (+5 eff.) ----- def ----- Defense +15 (+4 eff.) Phys.save +10 (+3 eff.) ---------- misc Max.stam +30.00 Light +3 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +5 Dex +9 Wil +6 Con dps ---------- Dmg.mod +12% cold Res.pen +25% fire +26% mind +15% physical Acc +15 (+3 eff.) Melee Ret 11 mind ----- def ----- Defense +25 (+7 eff.) Phys.save +9 (+2 eff.) Mind.save +18 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +9 Dex +3 Wil +4 Cun dps ---------- Dmg.mod +21% arcane ----- def ----- Resists +5% arcane Crit.dmg- 15.00% Max.HP +84.00 HP.reg +12.00 Heal.mod +18% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Phys.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +7 Con dps ---------- Melee+ 14 physical Ranged+ 16 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 31 On Hit (Ranged): * 15% chance to reduce all saves and defense by 31 ----- def ----- Phys.save +14 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +10% nature +11% blight Max.HP +90.00 HP.reg +14.00 Heal.mod +14% Poison- +23% Disease- +15% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Spell.crit +6% Dmg.mod +12% arcane Melee Ret 10 arcane ----- def ----- Resists +15% cold Max.HP +50.00 Disarm- +42% Pinning- +39% Knockbk- +46% Def/telep +17 Res/telep +17% Dur/telep +17% ---------- misc Max.mana +100.00 See.Invis +18 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Crit.mult +20.00% Dmg.mod +20% lightning +6% acid Res.pen +25% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Armour +4 Resists +40% lightning Die.at -40.00 life ---------- misc Equi/ret +0.12 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Master/Psionic While equipped: Stats +9 Str ----- def ----- Armour +18 Mind.save +11 (+4 eff.) Confus- +40% Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Ego++] Nature/Master Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +12 Con +10 Wil dps ---------- Phys.pwr +9 (+1 eff.) Res.pen +9% physical ----- def ----- Max.HP +33.00 Disarm- +17% Massive two-handed battleaxes. |
![]() 1.0 T4 dagger 1H weapon [Rare] Master Power 31.0 - 40.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +20 darkness On Crit.r2 +12 mind While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Dmg.mod +9% darkness +6% mind +9% light Acc +21 (+5 eff.) Melee Ret 10 mind ----- def ----- Resists +15% darkness Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 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 (+4 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. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Dex, 10% Mag, 45% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 147.14 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 40.0 - 52.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +15 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to slow global speed by 58% * 17% chance to reduce strength, dexterity, and constitution by 24 On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 * Wound the target dealing 347 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +9 (+1 eff.) Melee Ret 2 arcane ----- def ----- Armour +4 Mind.save +9 (+3 eff.) Disease- +31% Pinning- +20% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+4 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Unknown/Steamtech Power 80.0 - 120.0 Light Uses 130% Str Acc+ +0.2% base dam (max 20%) Crit +25.0% Atk.spd 100% Melee+ +20 lightning +20 fire While equipped: dps ---------- Against +10% Humanoid +10% Giant ----- def ----- Confus- +100% Fear- +100% ---------- misc Talents +1 Laser Powered Smash The Laser Powered Giant Smasher, nicknamed the Gloryhammer. You can feel it vibrating with untold power in your hands. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 cold On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 While equipped: Stats +5 Mag +2 Wil dps ---------- Spell.pwr +10 (+3 eff.) Res.pen +5% fire Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Rare] Master Power 44.5 - 62.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +4 Wil +4 Cun +5 Con dps ---------- Dmg.mod +21% physical ----- def ----- Resists +3% physical +18% light +12% cold Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Rare] Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Dex +5 Mag dps ---------- Res.pen +25% cold +11% all Acc +16 (+4 eff.) Apr +10 Melee Ret 8 cold ---------- misc Light +2 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Master Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 347 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +27.0% Phys.pwr +14 (+2 eff.) Dmg.mod +6% lightning +6% cold Res.pen +10% temporal +13% all Acc +15 (+3 eff.) Apr +13 Melee Ret 6 cold ----- def ----- Resists +6% lightning +9% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego++] Master Power 34.0 - 47.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Res.pen +9% physical Acc +14 (+3 eff.) Apr +9 Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+5 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+8 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() 4.0 T2 sling 1H weapon [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Dex +5 Wil +7 Con ----- def ----- Max.HP +10.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+15 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 3.0 T4 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +78 Melee+ +15 darkness +20 arcane Against +16% Living Uses 1.0 Steam While equipped: Stats +13 Str +6 Wil +3 Con dps ---------- Crit.mult +15.00% Phasing +20% ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 18.0 - 27.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +41 On Crit: * Wound the target dealing 347 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: Stats +2 Wil dps ---------- Phys.crit +8.0% Phys.pwr +7 (+1 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 25% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +1% physical Max.HP +40.00 Teleport- +20% ---------- misc Equi/ret +0.20 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 Melee+ +16 lightning On Crit.r2 +42 lightning +23 cold On Hit: * 20% chance to reduce all saves and defense by 31 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +13 Str +12 Dex +12 Mag +13 Wil +9 Cun +12 Con dps ---------- Phys.crit +15.0% Spell.crit +4% Spell.pwr +10 (+3 eff.) S.pwr/crit +6 Mov.spd +50% Dmg.mod +6% blight Res.pen +25% lightning +25% cold ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Mana/s.crit +1.00 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +25 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex +6 Mag +4 Wil dps ---------- Dmg.mod +9% fire ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +9% blight +9% fire ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [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 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +51 On Crit.r2 +8 light Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 acid Dmg.mod +6% light Melee Ret 4 acid 6 arcane ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +12% mind +5% arcane +6% light ---------- misc Light +3 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [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 1H weapon [Ego++] Nature/Master/Steamtech Power 38.0 - 57.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 Uses 1.0 Steam While equipped: Stats +6 Str +8 Dex +8 Mag +5 Wil +7 Cun +7 Con dps ---------- Dmg.mod +8% physical Acc +12 (+3 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 32.5 - 48.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +72 Melee+ +8 blight On Hit: 20% Epidemic 4 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 24 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +8.0% ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Disease- +16% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 12.5 - 18.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun +2 Mag dps ---------- Dmg.mod +11% light +10% darkness ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +12% light +12% darkness ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Ego++] Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: Stats +6 Str +4 Dex dps ---------- Res.pen +8% all Acc +21 (+5 eff.) Apr +8 ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Ego] Nature/Psionic/Steamtech Power 16.0 - 24.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Melee+ +7 mind On Hit: * 13% chance to reduce all saves and defense by 31 Uses 1.0 Steam While equipped: Stats +2 Cun +1 Wil ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +10% nature +10% blight ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego++] Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +103 On Crit: * Wound the target dealing 347 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +13 (+2 eff.) Res.pen +10% physical Acc +14 (+3 eff.) Apr +11 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 Melee+ +15 blight +30 cold On Hit: 20% Epidemic 5 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 24 On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 Uses 1.0 Steam While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +12% physical ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Mind.save +6 (+2 eff.) Disease- +26% ---------- misc Hate/m.crit +2.00 Max.psi +40.00 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Steamtech Power 38.0 - 57.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 Melee+ +8 darkness On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Con dps ---------- On shield block: * Deals 124 light and fire damage to each enemy blocked On Melee Ret: * 14% chance to reduce armor by 34% ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +14% acid +11% fire +17% light +12% darkness ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego++] Master/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 +99 On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: Stats +5 Con dps ---------- Phys.pwr +13 (+2 eff.) Res.pen +12% physical ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Disarm- +26% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Res.pen +20% physical Acc +39 (+8 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +18% nature +12% light Disarm- +32% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +7.0% Atk.spd 100% On Crit.r2 +45 lightning +45 cold 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 +3 Mag +3 Con dps ---------- Phys.crit +11.0% Crit.mult +35.00% Mov.spd +47% Res.pen +25% lightning +25% cold Apr +14 ----- def ----- Defense +15 (+4 eff.) Silence- +25% One-handed war axes. |
![]() 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +8 Str dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +15% mind Res.pen +25% arcane +25% mind ----- def ----- Crit.dmg- 15.00% Mind.save +15 (+5 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +9 Mag +6 Cun +10 Lck dps ---------- Dmg.mod +3% lightning +6% arcane Res.pen +5% lightning Melee Ret 10 arcane 6 lightning ----- def ----- Resists +9% lightning +15% fire +13% cold Stealth +15 ---------- misc T.Disarm +26 Mana/turn +0.43 Max.mana +52.00 Infravis +6 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +25% acid On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Resists +21% acid Mind.save +7 (+3 eff.) Max.HP +46.00 A belt that goes around your waist. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 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 39% chance to evade melee and ranged attacks and 54 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 207, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +10 (+3 eff.) Resists +10% lightning +10% temporal +9% darkness +9% blight +5% arcane +1% physical Blind- +20% Silence- +20% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Master While equipped: Stats +8 Dex +10 Cun +7 Lck dps ---------- Phys.crit +12.0% Mind.crit +8% Crit.mult +9.00% Phys.pwr +5 (+1 eff.) Dmg.mod +3% nature +6% blight Melee Ret 6 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Resists +6% blight +6% nature Stealth +8 ---------- misc T.Disarm +16 Infravis +5 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +5 Wil +8 Cun +2 Con dps ---------- Mind.pwr +8 (+3 eff.) Against +31% Summoned ----- def ----- D.Red.from +36% Summoned Mind.save +13 (+5 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Arcane/Master While equipped: Stats +8 Mag +9 Wil dps ---------- Spell.crit +5% ----- def ----- Armour +11 Defense +12 (+3 eff.) Phys.save +21 (+5 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag ---------- misc Mana/turn +0.27 Max.mana +20.00 A belt that goes around your waist. |
![]() 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 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 511 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 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+4 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+3 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 277.44 cold damage and condensing the air into freezing vapors that deal 92.48 cold damage (based on Magic) each turn for 10 turns. Uses 30 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+6 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: Stats +6 Str dps ---------- Phys.pwr +20 (+3 eff.) Dmg.mod +9% cold Acc +25 (+5 eff.) ----- def ----- Armour +8 Defense +22 (+6 eff.) Resists +15% lightning +16% cold +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +10 Dex +5 Wil +13 Cun dps ---------- Mind.crit +8% Acc +8 (+2 eff.) Apr +7 On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Defense +3 (+1 eff.) Resists +3% light +3% nature +6% darkness Phys.save +3 (+1 eff.) Knockbk- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Crit.mult +22.36% Res.pen +15% nature ----- def ----- Defense +3 (+1 eff.) Resists +6% nature +24% lightning Phys.save +15 (+4 eff.) Max.HP +214.80 HP.reg +4.47 Cut- +20% Silence- +22% ---------- misc Mana/s.crit +2.24 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 Dex +6 Wil +2 Cun dps ---------- Res.pen +15% mind Melee Ret 4 mind ----- def ----- Defense +2 (+1 eff.) ---------- misc Hate/m.crit +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +7 Con dps ---------- Phys.crit +4.0% Spell.pwr +15 (+5 eff.) Dmg.mod +21% physical +15% temporal Res.pen +15% blight Acc +20 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +0% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Dex +3 Wil +2 Con dps ---------- Phys.pwr +15 (+2 eff.) Apr +7 ----- def ----- Defense +2 (+1 eff.) Resists +9% blight Mind.save +10 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +1 Mag +2 Wil +2 Cun ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +1 Cun +1 Wil dps ---------- Dmg.mod +13% nature +16% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% lightning +15% blight +24% cold +19% nature +15% all Spell.save +12 (+4 eff.) Max.HP +75.00 HP.reg +3.80 Heal.mod +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Random Unique] Arcane While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.crit +7% Spell.pwr +6 (+2 eff.) Dmg.mod +7% acid +23% temporal +11% light +12% darkness +9% cold +23% fire +25% physical Res.pen +7% temporal +11% physical Melee Ret 8 fire ----- def ----- Resists +12% acid +14% physical +14% cold +19% fire +13% all Anom.red +11 ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Rare] Arcane While equipped: Stats +5 Str +4 Dex +12 Mag dps ---------- Dmg.mod +26% blight +18% fire +12% cold +12% lightning ----- def ----- Resists +26% blight +13% all ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 149 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+4 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 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str dps ---------- Crit.mult +24.12% Phys.pwr +10 (+2 eff.) Dmg.mod +24% darkness +27% physical Res.pen +15% mind ----- def ----- Armour +12 Fatigue +4% Resists +9% mind +24% darkness ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Crit.mult +10.00% Mind.pwr +15 (+5 eff.) Dmg.mod +6% acid Melee Ret 8 cold ----- def ----- Armour +3 Mind.save +3 (+1 eff.) ---------- misc Stam/turn +0.70 Max.stam +17.00 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +21 Fatigue +4% Resists +27% acid +18% fire +5% arcane +12% cold Disarm- +20% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Rare] Psionic While equipped: Stats +5 Dex +5 Mag +8 Wil +14 Con dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +30% light Res.pen +10% physical ----- def ----- Armour +5 Resists +24% lightning ---------- misc Light +3 See.Invis +15 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 52 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Cun +2 Dex dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Dmg.mod +24% blight Res.pen +10% darkness +15% blight Apr +8 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Armour +4 Fatigue +3% ---------- misc Light +2 Infravis +2 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 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.crit +1.0% Dmg.mod +3% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Fatigue +3% Phys.save +9 (+2 eff.) ---------- misc Stam/turn +0.60 Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T3 feet armor [Ego++] Master While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+1 eff.) Res.pen +8% physical Apr +3 ----- def ----- Armour +3 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Dmg.mod +12% nature +3% acid Res.pen +20% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Armour +5 Resists +11% fire +7% cold Silence- +34% Confus- +35% Stun/Frz- +43% Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 100% 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. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Armour +25 Resists +12% fire Crit.dmg- 18.34% Phys.save +12 (+3 eff.) HP.reg +4.89 Silence- +24% Disarm- +24% ---------- misc Stam/turn +0.90 Max.stam +40.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Arcane/Master/Psionic While equipped: Stats +6 Str +8 Dex dps ---------- Phys.pwr +31 (+5 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +12% physical Res.pen +15% acid Apr +4 ----- def ----- Armour +3 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +5 Silence- +39% Confus- +26% Stun/Frz- +40% Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Silence- +39% Confus- +30% Stun/Frz- +35% ---------- misc Stam/turn +0.90 Max.stam +17.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +4 Fatigue +3% Silence- +25% Confus- +27% Stun/Frz- +28% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +10 (+3 eff.) Fatigue +4% Silence- +31% Confus- +40% Stun/Frz- +33% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 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 39% chance to evade melee and ranged attacks and 54 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 39 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 117 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +12% physical Res.pen +20% physical ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane +3% fire Phys.save +9 (+2 eff.) Unarmed combat: Power 24.5 - 34.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Str, 40% Dex, 20% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 1.0 T4 hands armor [Rare] Nature While equipped: Stats +4 Wil +7 Con dps ---------- Melee+ 15 fire Dmg.mod +11% fire Res.pen +15% darkness ----- def ----- Armour +3 Resists +10% fire Mind.save +18 (+6 eff.) ---------- misc Hate/m.crit +5.00 Max.psi +50.00 Unarmed combat: Power 25.0 - 27.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +15 fire On Hit: 10% Fire Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Str, 20% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 5.0 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 119.77 fire damage and 107.94 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 90.76 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 T4 hands armor [Rare] Nature While equipped: Stats +3 Str +5 Con dps ---------- Melee+ 15 lightning Dmg.mod +9% lightning +12% physical +15% light +24% acid Melee Ret 8 light ----- def ----- Armour +3 Resists +10% lightning +5% physical +15% nature ---------- misc Max.stam +30.00 Unarmed combat: Power 29.0 - 31.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +15 lightning On Hit: 10% Lightning Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +3% light +9% darkness Melee Ret 6 light 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 25% ----- def ----- Armour +2 Fatigue +3% ---------- misc Light +3 Unarmed combat: Power 26.5 - 37.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 530.20 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+4 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+3 eff.) Max.HP +80.00 Unarmed combat: Power 28.0 - 39.2 Physical Uses 40% Dex, 40% Str, 40% Cun Apr +15 Crit +10.0% Atk.spd 83% Melee+ +17 silence On Hit: 10% Mana Clash 2 On Hit: * 35 arcane resource burn Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +9% arcane +9% darkness Res.pen +25% lightning +20% mind ----- def ----- Armour +3 Fatigue +5% Resists +9% mind +21% lightning Unarmed combat: Power 32.5 - 45.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +14 arcane On Crit.r2 +15 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 38.0 - 53.2 Physical Uses 40% Dex, 40% Cun, 10% Mag 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.6 Pwr.cost 25 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 156% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 18. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil +3 Cun dps ---------- Melee+ 3 acid 5 fire 4 cold 5 lightning Acc +10 (+2 eff.) ----- def ----- Armour +3 Resists +11% darkness ---------- misc Infravis +2 Unarmed combat: Power 24.0 - 26.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +5 Crit +10.0% Atk.spd 100% Melee+ +9 ice +13 darkness +9 fire +28 lightning +11 acid On Crit: 10% Dominate 5 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 27 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+] Arcane While equipped: Stats +5 Mag +7 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +15 Hardiness +9% Resists +8% physical Unarmed combat: Power 24.5 - 27.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +9 arcane On Hit: 5% Stone Touch 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Cun +8 Dex dps ---------- Acc +15 (+3 eff.) Apr +2 On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Defense +15 (+4 eff.) Fatigue +5% Resists +19% darkness +6% nature Max.HP +101.98 HP.reg +4.08 Heal.mod +20% Stun/Frz- +20% ---------- misc Max.stam +30.59 Infravis +3 Unarmed combat: Power 29.5 - 41.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +14 Apr +15 Crit +23.0% Atk.spd 83% Melee+ +24 darkness On Crit: 10% Dominate 5 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 27 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +12 Con dps ---------- Dmg.mod +24% light Melee Ret 10 nature 6 light ----- def ----- Armour +5 Fatigue +5% Crit.dmg- 15.30% ---------- misc Equi/ret +0.24 Max.hate +6.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+2 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +20% blight Disease- +50% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Defense +13 (+4 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 25 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 82.88 fire and 121.87 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 311.03 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% fire +15% cold +15% lightning Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +11 Str +7 Dex dps ---------- Crit.mult +10.00% S.pwr/crit +6 ----- def ----- Armour +3 Fatigue +3% Resists +12% acid Crit.dmg- 5.00% ---------- misc Infravis +3 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2576.7 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% light Res.pen +10% light +20% acid ----- def ----- Armour +3 Fatigue +3% Resists +14% mind +12% fire Spell.save +9 (+3 eff.) Mind.save +20 (+6 eff.) Max.HP +80.00 Confus- +23% A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +7 Wil dps ---------- Dmg.mod +12% darkness ----- def ----- Defense +2 (+1 eff.) Resists +6% fire +12% darkness +10% cold ---------- misc Hate/m.crit +1.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Dmg.mod +9% light Melee Ret 10 light ----- def ----- Armour +3 Fatigue +3% Resists +11% fire +11% cold Crit.dmg- 15.00% Mind.save +15 (+5 eff.) ---------- misc Infravis +3 A cap made of leather. |
![]() 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. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +10 Dex +4 Con dps ---------- Phys.crit +4.0% Phys.pwr +10 (+2 eff.) Apr +2 ----- def ----- Armour +3 Defense +20 (+5 eff.) Fatigue +3% Phys.save +12 (+3 eff.) Die.at -80.00 life Blind-Fight: No penalty when attacking invisible/stealthed Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2576.7 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+3 eff.) Mind.pwr +15 (+5 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +6 Dex +4 Mag +10 Cun ----- def ----- Armour +4 Fatigue +4% Die.at -40.00 life ---------- misc Infravis +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2576.7 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +3 Wil +5 Cun +7 Con dps ---------- Mind.pwr +25 (+9 eff.) Dmg.mod +12% physical Res.pen +10% mind Acc +10 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Phys.save +12 (+3 eff.) ---------- misc Max.stam +20.00 A hat made of leather. Very stylish. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 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% Blind-Fight: No penalty when attacking invisible/stealthed A Helmet. But with steam power! |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+6 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 21.08 mind and 21.08 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 17% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 17. Terrified: Deals 4.76 mind and 4.76 darkness damage per turn and increases cooldowns by 27%. Haunted: Causes the target to suffer 8.20 mind and 8.20 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +3 Mag +6 Con dps ---------- Dmg.mod +12% physical Melee Ret 8 physical On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Armour +3 Fatigue +3% ---------- misc Infravis +3 Blind-Fight: No penalty when attacking invisible/stealthed A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +8 Dex +7 Mag +5 Wil +4 Cun +1 Con dps ---------- Phys.pwr +11 (+2 eff.) Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +10% lightning +12% temporal +13% physical Phys.save +12 (+3 eff.) ---------- misc Light +3 A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +8 Str dps ---------- Res.pen +28% physical Apr +5 Melee Ret 11 arcane ----- def ----- Armour +5 Fatigue +5% Resists +13% lightning +15% temporal Phys.save +12 (+3 eff.) ---------- misc Stam/turn +3.35 A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +15% light +5% arcane Spell.save +3 (+1 eff.) Poison- +20% Disarm- +10% Confus- +20% ---------- misc Mana/s.crit +2.00 Max.vim +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +9 Mag +4 Wil dps ---------- Dmg.mod +12% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Armour +4 Fatigue +4% Resists +10% fire +11% cold ---------- misc See.Invis +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Cun +7 Con ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +9% cold ---------- misc Light +3 See.Invis +3 Blind-Fight: No penalty when attacking invisible/stealthed A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Con dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +12% mind Res.pen +5% mind Apr +1 Melee Ret 2 physical ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.12 A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +9 Wil +20 Cun dps ---------- Dmg.mod +37% mind Apr +8 Melee Ret 10 light ----- def ----- Armour +5 Fatigue +5% Resists +9% mind ---------- misc Light +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 46.55 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +3 Str +4 Mag +5 Cun +5 Con dps ---------- Dmg.mod +12% fire Res.pen +10% fire ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +22% Resists +9% light Crit.dmg- 10.00% Mind.save +22 (+7 eff.) A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+5 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+10 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
![]() 17.0 T5 massive armor Reqs Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+8 eff.) ----- def ----- Armour +50 Defense +40 (+10 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+9 eff.) Spell.save +35 (+11 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +9 Wil ----- def ----- Armour +30 Defense +15 (+4 eff.) Fatigue +26% Resists +25% acid +25% darkness +25% blight +25% fire +10% arcane Phys.save +15 (+4 eff.) Spell.save +25 (+8 eff.) Mind.save +25 (+8 eff.) Stun/Frz- +30% Knockbk- +30% ---------- misc Max.stam +60.00 Light +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+4 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 (+4 eff.) Mind.save +25 (+8 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 10 Armour, 14 Defense and your attacks will gain 20% 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 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +2 Str +10 Mag +10 Cun dps ---------- Dmg.mod +6% fire ----- def ----- Armour +11 Fatigue +22% Resists +8% physical Phys.save +13 (+3 eff.) ---------- misc Infravis +2 A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +27 Fatigue +22% Resists +9% acid +9% cold ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+3 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Psionic While equipped: Stats +3 Str +5 Mag dps ---------- Spell.crit +10% Dmg.mod +3% lightning +12% blight +27% fire +27% mind +21% arcane On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Resists +6% blight Mind.save +26 (+8 eff.) ---------- misc Max.mana +60.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Max.HP +20.00 ---------- misc Max.stam +15.00 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 dps ---------- Res.pen +19% physical 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 +5 Wil dps ---------- Dmg.mod +12% acid Res.pen +15% mind ----- def ----- Resists +9% acid +15% temporal Crit.dmg- 15.00% Spell.save +15 (+5 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+3 eff.) Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() 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? |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+4 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 32.44 cold damage and 52.93 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T5 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% arcane +18% darkness Res.pen +30% nature +30% fire Melee Ret 4 arcane 10 fire On Hit (Melee): * 25% chance to reduce damage dealt by 25% ----- def ----- Resists +18% fire Blind- +50% Confus- +29% ---------- misc Light +11 See.Stealth +25 See.Invis +25 Track: Puts all charms on 40 cooldown Level 6.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 40 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T3 lite [Ego+] Arcane/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% mind ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +20% Confus- +22% ---------- misc Light +8 See.Stealth +8 See.Invis +10 Track: Puts all charms on 40 cooldown Level 2.4 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+4 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 10 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 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 582.48 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 242/400 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 505.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 67] amazing fiery salve [power 67]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 285% efficiency and 54% cooldown modifier. Remove 3 magical effects and grants a fiery aura (67% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 67] amazing frost salve [power 67]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 285% efficiency and 54% cooldown modifier. Remove 3 physical effects and grants a frost aura (67% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 967] amazing healing salve [power 967]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 285% efficiency and 54% cooldown modifier. Heal 967 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 846] amazing pain suppressor salve [power 846]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 285% efficiency and 54% cooldown modifier. Let you fight up to -846 life and reduces all damage by 28% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 269] amazing unstoppable force salve [power 269]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 285% efficiency and 54% cooldown modifier. Increases all saves by 269 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing water salve [power 67] amazing water salve [power 67]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 285% efficiency and 54% cooldown modifier. Remove 3 mental effects and grants a water aura (67% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great fiery salve [power 59] great fiery salve [power 59]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 285% efficiency and 54% cooldown modifier. Remove 2 magical effects and grants a fiery aura (59% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 832] great healing salve [power 832]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 285% efficiency and 54% cooldown modifier. Heal 832 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful frost salve [power 51] powerful frost salve [power 51]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 285% efficiency and 54% cooldown modifier. Remove 2 physical effects and grants a frost aura (51% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful water salve [power 51] powerful water salve [power 51]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 285% efficiency and 54% cooldown modifier. Remove 2 mental effects and grants a water aura (51% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+1 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +100% ---------- misc Talents +5 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 6 cold ----- def ----- Resists +24% lightning +17% temporal Phys.save +15 (+4 eff.) Die.at -89.44 life Heal.mod +10% Silence- +22% Stun/Frz- +22% Def/telep +10 Res/telep +10% Dur/telep +10% Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 1054 physical damage Puts all charms on 15 cooldown 100% to heal for 79. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +15 (+2 eff.) Dmg.mod +9% physical Melee Ret 2 mind ----- def ----- Die.at -40.00 life ---------- misc Stam/turn +3.00 Blast the opponent's mind dealing 224 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 40. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +7 Mag +4 Wil +6 Cun +5 Con dps ---------- Dmg.mod +9% physical Acc +34 (+7 eff.) ----- def ----- Resists +12% lightning Phys.save +15 (+4 eff.) ---------- misc Infravis +3 Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +5 Dex +2 Cun +6 Con dps ---------- Crit.mult +20.00% Dmg.mod +9% mind Melee Ret 4 light ---------- misc See.Invis +9 Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 664 Base Damage: 325 Armor: 29 All Resist: 30 Puts all charms on 25 cooldown 100% to increase all damage penetration by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +3 Str +8 Mag +6 Con dps ---------- Phys.pwr +15 (+2 eff.) Dmg.mod +18% fire Melee Ret 6 fire ----- def ----- Resists +3% physical Die.at -60.00 life ---------- misc Max.stam +33.54 See.Invis +9 Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1050 Base Damage: 437 Armor: 32 All Resist: 40 Puts all charms on 25 cooldown 100% to increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Armour +4 ---------- misc Max.stam +30.00 Light +2 See.Invis +6 Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 231 Base Damage: 107 Armor: 2 All Resist: 1 Puts all charms on 25 cooldown 100% to heal for 34. 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 T2 wand charm [Rare] Arcane While equipped: Stats +5 Str dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +10% physical On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Phys.save +18 (+5 eff.) ---------- misc Max.stam +30.00 Wards +3 lightning +4 fire +4 light +4 temporal Talents +1 Ward Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 blight +4 temporal +3 nature +4 cold Talents +1 Ward Reveal the area around you, dispelling darkness (radius 12, power 62 based on Magic), and detect the presence of nearby creatures for 10 turns 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 T3 wand charm [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Phys.crit +4.0% ----- def ----- Armour +16 Defense +10 (+3 eff.) ---------- misc Infravis +2 See.Invis +18 Create a radius 3 storm for 5 turns. Each turn, creatures within take 89 lightning damage and will be dazed for 1 turn (446 total damage) Puts all charms on 15 cooldown 100% to cleanse 3 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 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 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Doomelf Saw the Thalore Sawbutcher level 43
8th Regrowth 123rd year of Ascendancy at 22:25 see stats
By Doomelf Saw the Thalore Sawbutcher level 31
28th Haze 122nd year of Ascendancy at 04:24 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
24th Pyre 123rd year of Ascendancy at 19:09 see stats
By Doomelf Saw the Thalore Sawbutcher level 31
9th Haze 122nd year of Ascendancy at 14:14 see stats
By Doomelf Saw the Thalore Sawbutcher level 37
40th Haze 122nd year of Ascendancy at 03:26 see stats
By Doomelf Saw the Thalore Sawbutcher level 37
43rd Haze 122nd year of Ascendancy at 23:23 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
33rd Haze 123rd year of Ascendancy at 13:59 see stats
By Doomelf Saw the Thalore Sawbutcher level 48
71st Regrowth 123rd year of Ascendancy at 10:17 see stats
By Doomelf Saw the Thalore Sawbutcher level 17
27th Dusk 122nd year of Ascendancy at 21:26 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
77th Pyre 123rd year of Ascendancy at 01:17 see stats
By Doomelf Saw the Thalore Sawbutcher level 35
38th Haze 122nd year of Ascendancy at 09:57 see stats
By Doomelf Saw the Thalore Sawbutcher level 26
77th Dusk 122nd year of Ascendancy at 00:08 see stats
By Doomelf Saw the Thalore Sawbutcher level 46
40th Regrowth 123rd year of Ascendancy at 22:59 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
6th Flare 123rd year of Ascendancy at 01:09 see stats
By Doomelf Saw the Thalore Sawbutcher level 8
9th Mirth 122nd year of Ascendancy at 01:21 see stats
By Doomelf Saw the Thalore Sawbutcher level 49
22nd Pyre 123rd year of Ascendancy at 01:14 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
3rd Flare 123rd year of Ascendancy at 09:34 see stats
By Doomelf Saw the Thalore Sawbutcher level 34
35th Haze 122nd year of Ascendancy at 18:23 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
22nd Pyre 123rd year of Ascendancy at 04:45 see stats
By Doomelf Saw the Thalore Sawbutcher level 46
46th Regrowth 123rd year of Ascendancy at 22:05 see stats
By Doomelf Saw the Thalore Sawbutcher level 48
13rd Pyre 123rd year of Ascendancy at 12:04 see stats
By Doomelf Saw the Thalore Sawbutcher level 25
76th Dusk 122nd year of Ascendancy at 09:03 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
79th Dusk 123rd year of Ascendancy at 13:29 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
55th Pyre 123rd year of Ascendancy at 19:36 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
1st Flare 123rd year of Ascendancy at 14:08 see stats
By Doomelf Saw the Thalore Sawbutcher level 19
32nd Dusk 122nd year of Ascendancy at 08:24 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
40th Haze 123rd year of Ascendancy at 08:51 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
55th Pyre 123rd year of Ascendancy at 10:57 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
51st Pyre 123rd year of Ascendancy at 11:41 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
3rd Flare 123rd year of Ascendancy at 10:35 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
1st Summertide 123rd year of Ascendancy at 18:23 see stats
By Doomelf Saw the Thalore Sawbutcher level 21
45th Dusk 122nd year of Ascendancy at 13:31 see stats
By Doomelf Saw the Thalore Sawbutcher level 39
44th Haze 122nd year of Ascendancy at 19:09 see stats
By Doomelf Saw the Thalore Sawbutcher level 41
67th Haze 122nd year of Ascendancy at 18:22 see stats
By Doomelf Saw the Thalore Sawbutcher level 1
77th Pyre 122nd year of Ascendancy at 00:27 see stats
By Doomelf Saw the Thalore Sawbutcher level 10
3rd Flare 122nd year of Ascendancy at 20:54 see stats
By Doomelf Saw the Thalore Sawbutcher level 20
32nd Dusk 122nd year of Ascendancy at 22:05 see stats
By Doomelf Saw the Thalore Sawbutcher level 30
8th Haze 122nd year of Ascendancy at 20:05 see stats
By Doomelf Saw the Thalore Sawbutcher level 40
54th Haze 122nd year of Ascendancy at 09:51 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
22nd Pyre 123rd year of Ascendancy at 01:14 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
25th Pyre 123rd year of Ascendancy at 01:46 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
40th Haze 123rd year of Ascendancy at 14:48 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
50th Pyre 123rd year of Ascendancy at 23:20 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
39th Haze 123rd year of Ascendancy at 20:34 see stats
By Doomelf Saw the Thalore Sawbutcher level 20
37th Dusk 122nd year of Ascendancy at 19:04 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
22nd Pyre 123rd year of Ascendancy at 12:19 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
77th Pyre 123rd year of Ascendancy at 05:52 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
13rd Haze 123rd year of Ascendancy at 11:49 see stats
By Doomelf Saw the Thalore Sawbutcher level 24
75th Dusk 122nd year of Ascendancy at 21:03 see stats
By Doomelf Saw the Thalore Sawbutcher level 27
2nd Haze 122nd year of Ascendancy at 16:57 see stats
By Doomelf Saw the Thalore Sawbutcher level 20
44th Dusk 122nd year of Ascendancy at 15:34 see stats
By Doomelf Saw the Thalore Sawbutcher level 34
35th Haze 122nd year of Ascendancy at 20:49 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
55th Pyre 123rd year of Ascendancy at 19:34 see stats
By Doomelf Saw the Thalore Sawbutcher level 41
74th Haze 122nd year of Ascendancy at 13:33 see stats
By Doomelf Saw the Thalore Sawbutcher level 16
26th Dusk 122nd year of Ascendancy at 02:10 see stats
By Doomelf Saw the Thalore Sawbutcher level 7
1st Mirth 122nd year of Ascendancy at 06:28 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
25th Pyre 123rd year of Ascendancy at 01:46 see stats
By Doomelf Saw the Thalore Sawbutcher level 48
76th Regrowth 123rd year of Ascendancy at 09:04 see stats
By Doomelf Saw the Thalore Sawbutcher level 15
26th Dusk 122nd year of Ascendancy at 01:49 see stats
By Doomelf Saw the Thalore Sawbutcher level 23
59th Dusk 122nd year of Ascendancy at 04:07 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
55th Pyre 123rd year of Ascendancy at 19:36 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
76th Pyre 123rd year of Ascendancy at 19:42 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
68th Pyre 123rd year of Ascendancy at 05:28 see stats
By Doomelf Saw the Thalore Sawbutcher level 25
76th Dusk 122nd year of Ascendancy at 06:23 see stats
By Doomelf Saw the Thalore Sawbutcher level 40
60th Haze 122nd year of Ascendancy at 15:19 see stats
By Doomelf Saw the Thalore Sawbutcher level 23
58th Dusk 122nd year of Ascendancy at 23:35 see stats
By Doomelf Saw the Thalore Sawbutcher level 28
3rd Haze 122nd year of Ascendancy at 10:32 see stats
By Doomelf Saw the Thalore Sawbutcher level 18
31st Dusk 122nd year of Ascendancy at 08:31 see stats
By Doomelf Saw the Thalore Sawbutcher level 30
9th Haze 122nd year of Ascendancy at 05:13 see stats
By Doomelf Saw the Thalore Sawbutcher level 50
76th Pyre 123rd year of Ascendancy at 15:15 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 22nd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 12:58.
There is a Temporal Rift here (press '' or right click to use).
Ran for 127 turns (stop reason: at exit).
Space around you starts to dissolve...
Resting starts...
Rested for 4 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 36 turns (stop reason: saving).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
You transfer Ureslak's Femur (52-73 power, 5 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.