Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Thalore |
Class | Sawbutcher |
Level / Exp | 50 / 1711% |
Size | big |
Lifes / Deaths | Killed by Onbodun the thalore at level 12 on the 7th Dusk 122nd year of Ascendancy at 07:18 / 19Killed by Rat Lich at level 14 on the 24th Dusk 122nd year of Ascendancy at 06:15 Killed by worm that walks at level 17 on the 30th Dusk 122nd year of Ascendancy at 09:57 Killed by Tiria the halfling at level 18 on the 38th Dusk 122nd year of Ascendancy at 14:32 Killed by Chanting Necromancer at level 23 on the 78th Haze 122nd year of Ascendancy at 13:59 Killed by Chanting Necromancer at level 23 on the 78th Haze 122nd year of Ascendancy at 15:34 Killed by snow giant boulder thrower at level 25 on the 2nd Decay 122nd year of Ascendancy at 17:00 Killed by elven cultist at level 25 on the 4th Decay 122nd year of Ascendancy at 11:56 Killed by Atamathon the Giant Golem at level 45 on the 28th Pyre 123rd year of Ascendancy at 09:51 Killed by Atamathon the Giant Golem at level 45 on the 28th Pyre 123rd year of Ascendancy at 14:11 Killed by Atamathon the Giant Golem at level 45 on the 28th Pyre 123rd year of Ascendancy at 15:30 Killed by Atamathon the Giant Golem at level 45 on the 28th Pyre 123rd year of Ascendancy at 16:49 Killed by Atamathon the Giant Golem at level 45 on the 28th Pyre 123rd year of Ascendancy at 18:07 Killed by Atamathon the Giant Golem at level 45 on the 28th Pyre 123rd year of Ascendancy at 19:29 Killed by Atamathon the Giant Golem at level 45 on the 28th Pyre 123rd year of Ascendancy at 21:05 Killed by Atamathon the Giant Golem at level 45 on the 28th Pyre 123rd year of Ascendancy at 22:30 Killed by Atamathon the Giant Golem at level 45 on the 29th Pyre 123rd year of Ascendancy at 00:02 Killed by Atamathon the Giant Golem at level 45 on the 29th Pyre 123rd year of Ascendancy at 01:31 Killed by orc high pyromancer at level 46 on the 34th Pyre 123rd year of Ascendancy at 15:56 |
Antimagic | Follower |
Primary Stats
Strength | 157 (base 59) |
Dexterity | 127 (base 60) |
Constitution | 64 (base 34) |
Magic | 18 (base 15) |
Willpower | 62 (base 15) |
Cunning | 93 (base 57) |
Resources
Life | 1656/1656 |
Equilibrium | 30 |
Steam | 80/80 |
Healing Factor | 1.5998207625924 |
Regeneration | 26.552985496093 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +471.57742638485% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 4 |
Infravision | 13 |
See Stealth | 25 |
See Invisible | 25 |
Offense: Mainhand
Damage | 198 |
Accuracy | 91 |
Crit Chance | 83% |
APR | 94 |
Speed | 1.00 |
Offense: Offhand
Damage | 99 |
Accuracy | 91 |
Crit Chance | 83% |
APR | 94 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11.5 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +38% |
All | +20% |
Physical | +50% |
Fire | +32% |
Nature | +28% |
Offense: Damage Penetration
Mind | +26% |
Physical | +66% |
Fire | +36% |
All | +11% |
Defense: Base
Armour (hardiness) | 89.723073231957 (96.438666929426%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 37 |
Mental Save | 65 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 52%( 70%) |
Physical | + 45%( 70%) |
Mind | + 49%( 70%) |
All | + 32%( 70%) |
Darkness | + 45%( 70%) |
Light | + 42%( 70%) |
Lightning | + 52%( 70%) |
Fire | + 49%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 70% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Pinning Resistance | 45% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 929% 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 Constitution 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 146% efficiency and cooldown mod of 51%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.2 steam per turn. Can be activated for an instant burst of 91 steam. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 297 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 145% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Steamtech / Automated butchery | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Saw Wheels |
talent | Overheat Saws |
talent | Melting Point |
talent | Mow Down |
talent | Grinding Shield |
talent | Antimagic 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 |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Killiam William. Escort: injured seer (level 3 of Dreadfell) | failed |
You failed to protect the injured seer from death by Killiam William. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Arynor the warg. Escort: lost defiler (level 3 of Norgos Lair) | failed |
You failed to protect the lost sun paladin from death by Killiam William. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by Killiam William. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by Killiam William. Escort: lost warrior (level 8 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Killiam William. Escort: temporal explorer (level 1 of Dreadfell) | failed |
You abandoned temporal explorer, to death. Escort: temporal explorer (level 3 of Trollmire) | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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. | active |
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 Withering Thing. | 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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 438. | 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. You have been shown a secret entrance to his stronghold. * 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 AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 |
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 within4 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 | Uryldil the pair of dwarven-steel boots (13 def, 4 armour) Uryldil the pair of dwarven-steel boots (13 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Dex dps ---------- Res.pen +15% mind On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Armour +4 Defense +13 (+3 eff.) Fatigue +3% Resists +9% nature Crit.dmg- 15.00% Phys.save +15 (+3 eff.) Mind.save +18 (+4 eff.) Disarm- +20% Pinning- +25% Stun/Frz- +20% Knockbk- +25% Teleport- +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | piercing dwarven lantern of the zealot piercing dwarven lantern of the zealot1.0 T5 lite [Ego++] Disrupt/Master While equipped: dps ---------- Res.pen +11% all Apr +11 ----- def ----- Resists +3% all Spell.save +10 (+4 eff.) ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour) 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 (+3 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 | Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour) 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 | iron pickaxe of wreckage (dig speed 29 turns) iron pickaxe of wreckage (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Apr +6 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.0 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 +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Elorethra Elorethra0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Str +6 Dex -6 Mag +4 Wil +6 Con dps ---------- Phys.pwr +17 (+4 eff.) Spell.pwr +9 (+2 eff.) Mind.pwr +11 (+4 eff.) Dmg.mod +18% acid +5% all ----- def ----- Resists +6% acid Mind.save +14 (+3 eff.) Confus- +26% ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
On fingers | Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | warmaker's voratun amulet of murder warmaker's voratun amulet of murder0.1 T5 amulet jewelry [Ego++] Master While equipped: Stats +7 Str +10 Dex +7 Wil dps ---------- Crit.mult +13.00% Acc +8 (+2 eff.) Apr +15 Amulets make your neck look great! |
In main hand | voratun steamsaw 'Arerin' (41-62 power, 20 apr) voratun steamsaw 'Arerin' (41-62 power, 20 apr) 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Psionic/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+ +20 blight On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam While equipped: Stats +11 Con +17 Wil dps ---------- Phasing +30% Acc +15 (+3 eff.) ----- def ----- Armour +10 Defense +23 (+5 eff.) Fatigue +12% Max.HP +100.00 Disarm- +50% ---------- misc Mana/turn +0.08 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 | skylord's hardened leather belt of recklessness skylord's hardened leather belt of recklessness 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +5 Dex +3 Wil +4 Cun dps ---------- Phys.crit +5.0% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) ----- def ----- Phys.save +10 (+2 eff.) Spell.save +14 (+5 eff.) Mind.save +13 (+3 eff.) A belt that goes around your waist. |
In off hand | truestriking voratun steamsaw of projection (41-62 power, 20 apr) truestriking voratun steamsaw of projection (41-62 power, 20 apr) 3.0 T5 steamsaw 1H weapon [Ego++] Master/Psionic/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 +101 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Res.pen +15% physical Acc +21 (+4 eff.) Apr +12 ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | Bokihad the linen cloak (1 def, 0 armour) Bokihad the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Spell.crit +4% ----- def ----- Defense +1 (+0 eff.) Resists +30% lightning Crit.dmg- 10.00% Phys.save +9 (+2 eff.) Max.HP +115.00 Stun/Frz- +50% ---------- misc Mana/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour) 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 (+3 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+3 eff.) Mind.save +25 (+6 eff.) HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% 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, 15 Defense and your attacks will gain 21% 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. |
Inventory
medical injector implant (efficiency 114% / cooldown 54%) medical injector implant (efficiency 114% / cooldown 54%)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 114% efficiency and cooldown mod of 54%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 178% / cooldown 59%) medical injector implant (efficiency 178% / cooldown 59%)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 178% efficiency and cooldown mod of 59%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 230% / cooldown 57%) medical injector implant of the duelist (efficiency 230% / cooldown 57%)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 230% efficiency and cooldown mod of 57%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 128% / cooldown 50%) medical injector implant of the psychic (efficiency 128% / cooldown 50%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 128% efficiency and cooldown mod of 50%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 10) steam generator implant (steam 10)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.5 steam per turn. Can be activated for an instant burst of 48 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 14) steam generator implant (steam 14)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.2 steam per turn. Can be activated for an instant burst of 71 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 8) steam generator implant of the psychic (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.7 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 14) steam generator implant of the psychic (steam 14)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.3 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 5) steam generator implant of the wizard (steam 5)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 5.5 steam per turn. Can be activated for an instant burst of 27 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (rad 5; dur 10;) Infusion of Wild Growth (rad 5; dur 10;)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 100.33 physical damage and 171.35 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. |
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)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. |
heroism infusion of the sneak (die at -661; dur 7; cd 28) heroism infusion of the sneak (die at -661; dur 7; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -661 life. The duration and life will increase by 1% for every 1% life you have lost (currently 661 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 663%; cd 12) movement infusion of the psychic (speed 663%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 increase movement speed by 663% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 586%; cd 14) movement infusion of the psychic (speed 586%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 increase movement speed by 586% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 238; 12 cd) regeneration infusion (heal 238; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 238 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 36%; physical; dur 4; cd 12) wild infusion of the sneak (res 36%; physical; dur 4; cd 12)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 physical effect and reduce all damage taken by 36% 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. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)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. |
Prismatic Rune (6 turns; lightning, physical, light, mind, darkness) Prismatic Rune (6 turns; lightning, physical, light, mind, darkness)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, 4 light, 4 mind, 5 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (398.00 temporal damage, removed from time 4 turns) Rune of the Rift (398.00 temporal damage, removed from time 4 turns)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 477.60 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. |
schematic: Acid Groove schematic: Acid Groove0.1 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. |
2 schematic: Armour Reinforcement 2 schematic: Armour Reinforcement0.1 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. |
2 schematic: Corrosive Shell 2 schematic: Corrosive Shell0.1 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. |
schematic: Crystal Edge schematic: Crystal Edge0.1 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. |
schematic: Crystal Plating schematic: Crystal Plating0.1 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. |
2 schematic: Explosive Shell 2 schematic: Explosive Shell0.1 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. |
schematic: Fiery Salve schematic: Fiery Salve0.1 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. |
schematic: Fireproof Coating schematic: Fireproof Coating0.1 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. |
schematic: Flash Powder schematic: Flash Powder0.1 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. |
2 schematic: Focus Lens 2 schematic: Focus Lens0.1 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. |
schematic: Frost Salve schematic: Frost Salve0.1 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. |
schematic: Fungal Web schematic: Fungal Web0.1 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. |
schematic: Grounding Strap schematic: Grounding Strap0.1 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. |
schematic: Hand Cannon schematic: Hand Cannon0.1 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. |
schematic: Lightning Coil schematic: Lightning Coil0.1 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. |
schematic: Magnetic Shell schematic: Magnetic Shell0.1 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. |
schematic: Mana Coil schematic: Mana Coil0.1 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. |
schematic: Moss Tread schematic: Moss Tread0.1 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. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 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. |
schematic: Power Distributor schematic: Power Distributor0.1 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. |
schematic: Saw Projector schematic: Saw Projector0.1 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. |
schematic: Saw Shell schematic: Saw Shell0.1 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. |
schematic: Second Skin schematic: Second Skin0.1 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. |
schematic: Shocking Touch schematic: Shocking Touch0.1 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. |
4 schematic: Spike Attachment 4 schematic: Spike Attachment0.1 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. |
schematic: Spring Grapple schematic: Spring Grapple0.1 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. |
schematic: Steamsaw schematic: Steamsaw0.1 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. |
2 schematic: Thunder Grenade 2 schematic: Thunder Grenade0.1 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. |
3 schematic: Thunderclap Coating 3 schematic: Thunderclap Coating0.1 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. |
3 schematic: Unstoppable Force Salve 3 schematic: Unstoppable Force Salve0.1 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. |
schematic: Viral Injector schematic: Viral Injector0.1 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. |
schematic: Waterproof Coating schematic: Waterproof Coating0.1 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. |
2 schematic: Winterchill Edge 2 schematic: Winterchill Edge0.1 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Dawnbrand the gold amulet Dawnbrand the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Defense +5 (+1 eff.) Resists +13% lightning +15% fire +6% darkness Die.at -60.00 life Stun/Frz- +20% Amulets make your neck look great! |
Earthen Beads Earthen Beads0.1 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 272 (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. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 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. |
Shard of Insanity Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+9 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (112). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering Orbs Withering Orbs0.1 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... |
clarifying gold amulet of mastery (0.17 Steamtech / Butchery) clarifying gold amulet of mastery (0.17 Steamtech / Butchery)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +16% mind Confus- +31% ---------- misc Masteries +0.17 Steamtech/Butchery Amulets make your neck look great! |
cleansing copper amulet of dexterity (+2) cleansing copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Dex ----- def ----- Resists +11% nature +11% blight Poison- +21% Disease- +21% Amulets make your neck look great! |
grounding stralite amulet of murder grounding stralite amulet of murder0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +15.00% Acc +7 (+2 eff.) Apr +14 ----- def ----- Resists +13% lightning Stun/Frz- +32% Amulets make your neck look great! |
insulating steel amulet of vision insulating steel amulet of vision0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +13% fire +10% cold Blind- +12% ---------- misc Infravis +3 Sight +2 See.Invis +9 Amulets make your neck look great! |
insulating voratun amulet of cunning (+9) insulating voratun amulet of cunning (+9)0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +9 Cun ----- def ----- Resists +26% fire +22% cold Amulets make your neck look great! |
mindweaver's stralite amulet mindweaver's stralite amulet0.1 T4 amulet jewelry [Ego+] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +9 (+3 eff.) ----- def ----- Mind.save +9 (+2 eff.) Confus- +10% Amulets make your neck look great! |
restful gold amulet of perfection (0.24 Steamtech / Butchery,0.24 Steamtech / Sawmaiming) restful gold amulet of perfection (0.24 Steamtech / Butchery,0.24 Steamtech / Sawmaiming)0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Masteries +0.24 Steamtech/Butchery +0.24 Steamtech/Sawmaiming Amulets make your neck look great! |
serendipitous stralite amulet of vision serendipitous stralite amulet of vision0.1 T4 amulet jewelry [Ego++] Nature While equipped: Stats +13 Lck dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Unseen.red 13% Blind- +22% ---------- misc Infravis +2 Sight +2 See.Invis +11 Amulets make your neck look great! |
wanderer's stralite amulet of perfection (0.29 Steamtech / Butchery,0.29 Wild-gift / Antimagic) wanderer's stralite amulet of perfection (0.29 Steamtech / Butchery,0.29 Wild-gift / Antimagic)0.1 T4 amulet jewelry [Ego++] Master While equipped: Stats +6 Dex +3 Cun +7 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +3.00 ---------- misc Stam/turn +0.70 Masteries +0.29 Steamtech/Butchery +0.29 Wild-gift/Antimagic Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 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. |
Aryran the voratun ring Aryran the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Str +8 Mag +18 Wil +10 Con dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +13 (+4 eff.) Dmg.mod +3% blight Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 7 ----- def ----- Resists +5% arcane +18% blight Mind.save +20 (+5 eff.) Rings make your fingers look great! |
Mnemonic Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 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. |
Raintrail the steel ring Raintrail the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Res.pen +5% cold On Hit (Melee): * 10% chance to reduce armor by 16% ----- def ----- Resists +12% blight +9% fire Spell.save +13 (+5 eff.) Blind- +20% Pinning- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.stam +18.00 Rings make your fingers look great! |
Ring of the Dead Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master Ring of the War Master0.1 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. |
Shinereign Shinereign0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) S.pwr/crit +2 Dmg.mod +6% arcane Res.pen +10% light ----- def ----- Spell.save +9 (+4 eff.) Mind.save +10 (+2 eff.) HP.reg +8.00 Blind- +45% Confus- +42% Stun/Frz- +45% ---------- misc Vim/s.crit +2.14 Infravis +6 See.Stealth +25 See.Invis +23 Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 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 19.34 cold and 24.15 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. |
Writhing Ring of the Hunter Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring of sensing copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
gladiator's voratun ring gladiator's voratun ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +7 Str +9 Con dps ---------- Phys.pwr +12 (+3 eff.) Rings make your fingers look great! |
gladiator's voratun ring of pilfering gladiator's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +11 (+2 eff.) Acc +15 (+3 eff.) Apr +13 ----- def ----- Defense +14 (+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! |
gold ring 'Eremymahad' gold ring 'Eremymahad'0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Mag +3 Wil +6 Cun dps ---------- Melee+ 14 physical Ranged+ 16 physical Dmg.mod +33% acid On Hit (Melee): * 12% chance to reduce all saves and defense by 32 On Hit (Ranged): * 12% chance to reduce all saves and defense by 32 ----- def ----- Resists +54% acid Crit.dmg- 10.00% ---------- misc Hate/m.crit +2.00 Max.hate +5.00 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! |
gold ring 'Scabstrike' gold ring 'Scabstrike'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +6% arcane +9% cold Res.pen +25% arcane +25% cold On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Resists +6% nature Rings make your fingers look great! |
gold ring of misery gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 10 physical Ranged+ 13 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 32 On Hit (Ranged): * 11% chance to reduce all saves and defense by 32 ---------- misc Hate/m.crit +3.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
marksman's gold ring of the mountain (+12%) marksman's gold ring of the mountain (+12%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% physical Acc +4 (+1 eff.) ----- def ----- Resists +12% physical Rings make your fingers look great! |
marksman's steel ring marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
marksman's steel ring of lightning (+22%) marksman's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +11% lightning Acc +8 (+2 eff.) ----- def ----- Resists +22% lightning Rings make your fingers look great! |
psionicist's gold ring of pilfering psionicist's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Wil dps ---------- Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +10 (+2 eff.) Mind.save +8 (+2 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! |
psionicist's voratun ring of life psionicist's voratun ring of life0.1 T5 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +9 Wil ----- def ----- Mind.save +18 (+4 eff.) Max.HP +83.00 HP.reg +19.00 Heal.mod +14% Rings make your fingers look great! |
rogue's copper ring rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring of tenacity rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Max.HP +23.00 Disarm- +22% Pinning- +24% Knockbk- +21% Rings make your fingers look great! |
sneakthief's voratun ring of speed sneakthief's voratun ring of speed0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +9 Cun +8 Dex dps ---------- Mov.spd +19% Acc +24 (+5 eff.) ----- def ----- Defense +11 (+2 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
titan's copper ring of perseverance titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
titan's steel ring titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+1 eff.) Rings make your fingers look great! |
titan's voratun ring of clarity titan's voratun ring of clarity0.1 T5 ring jewelry [Ego] Nature/Psionic While equipped: Stats +6 Con ----- def ----- Phys.save +12 (+3 eff.) Mind.save +10 (+2 eff.) Confus- +32% Rings make your fingers look great! |
voratun ring of life voratun ring of life0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +90.00 HP.reg +16.00 Heal.mod +18% Rings make your fingers look great! |
warrior's gold ring of corrosion (+24%) warrior's gold ring of corrosion (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Str dps ---------- Dmg.mod +12% acid ----- def ----- Armour +10 Resists +24% acid Rings make your fingers look great! |
Life Drinker (42-55 power, 11 apr) Life Drinker (42-55 power, 11 apr)1.0 T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 5.37 acid and 4.67 blight damage. If not cleared after five turns it will inflict 26.53 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Spelldrinker (27-35 power, 8 apr) Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 45% Str, 5% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+5 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)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 (+3 eff.) Phys.save +15 (+3 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. |
Skysmasher (70-105 power, 17 apr) Skysmasher (70-105 power, 17 apr)5.0 T5 greatmaul 2H weapon [Unique] Steamtech Power 70.0 - 105.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +17 Crit +20.0% Atk.spd 100% On Crit.r2 +75 physical +75 fire While equipped: Stats +5 Cun +5 Str ---------- misc Talents +1 Rocket Smash The discovery of rockets has proved incredibly dangerous. It is not always clear for whom. |
enhanced ash longbow of enduring enhanced ash longbow of enduring4.0 T2 longbow 2H weapon [Ego++] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +6 Str +8 Dex +6 Mag +18 Wil +5 Cun +18 Con ----- def ----- Max.HP +51.00 Longbows are used to shoot arrows at your foes. |
Fuligrim the Magmagrind (23-32 power, 4 apr) Fuligrim the Magmagrind (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 fire On Hit.r1 +16 fire On Crit.r2 +12 fire While equipped: Stats +5 Con dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +15% lightning Res.pen +11% physical ----- def ----- Resists +12% light Disarm- +25% ---------- misc Light +3 Sharp, long, and deadly. |
Poluba the dwarven-steel longsword (24-33 power, 4 apr) Poluba the dwarven-steel longsword (24-33 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Nature Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +29 acid +29 nature While equipped: dps ---------- Crit.mult +20.00% Res.pen +13% acid +16% nature Apr +11 ----- def ----- Resists +15% cold Spell.save +15 (+6 eff.) Disarm- +20% Stun/Frz- +20% ---------- misc Max.stam +30.00 Sharp, long, and deadly. |
Shadowcrypt of the Blightspawn (41-57 power, 6 apr) Shadowcrypt of the Blightspawn (41-57 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +12 lightning +22 cold On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +13 Str +2 Dex -13 Wil +3 Con dps ---------- Phys.crit +13.0% Phys.pwr +11 (+2 eff.) Mov.spd +37% Dmg.mod +15% temporal Res.pen +22% lightning +14% cold ---------- misc Infravis +3 Sharp, long, and deadly. |
enhanced stralite longsword of erosion (32-45 power, 5 apr) enhanced stralite longsword of erosion (32-45 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Nature Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +14 nature While equipped: Stats +10 Str +6 Dex +5 Mag +7 Wil +7 Cun +4 Con Sharp, long, and deadly. |
warbringer's voratun longsword of crippling (44-61 power, 6 apr) warbringer's voratun longsword of crippling (44-61 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Master Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Con dps ---------- Phys.crit +12.0% Phys.pwr +9 (+2 eff.) Res.pen +15% physical ----- def ----- Disarm- +20% Sharp, long, and deadly. |
stralite mace 'Chillsweeper' (42-59 power, 5 apr) stralite mace 'Chillsweeper' (42-59 power, 5 apr)3.0 T4 mace 1H weapon [Rare] Master Power 42.5 - 59.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +6 Mag dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +12% blight Melee Ret 4 cold Blunt and deadly. |
warbringer's voratun mace of rage (44-61 power, 6 apr) warbringer's voratun mace of rage (44-61 power, 6 apr)3.0 T5 mace 1H weapon [Ego++] Master Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +11% physical Res.pen +12% physical Acc +9 (+2 eff.) ----- def ----- Disarm- +17% Blunt and deadly. |
warbringer's voratun mace of ruin (44-62 power, 6 apr) warbringer's voratun mace of ruin (44-62 power, 6 apr)3.0 T5 mace 1H weapon [Ego++] Master Power 44.5 - 62.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.crit +11.0% Crit.mult +26.00% Phys.pwr +9 (+2 eff.) Res.pen +12% physical Apr +10 ----- def ----- Disarm- +34% Blunt and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon Reqs Mag 40 [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 (+11 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." |
The Shotgonne The Shotgonne9.0 T5 steamgun 2H weapon [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Dmg.mult 125% Range +6 Proj.spd +600% Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
Thoughtcaster Thoughtcaster4.0 T5 steamgun 1H weapon [Unique] Psionic/Steamtech Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 63.60 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Steampwr +15 (+3 eff.) Mind.pwr +15 (+5 eff.) ---------- misc Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
enhanced stralite steamsaw of winter (32-47 power, 0 apr) enhanced stralite steamsaw of winter (32-47 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego++] Nature/Steamtech Power 31.5 - 47.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +72 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +6 Dex +3 Mag +10 Wil +6 Cun +6 Con dps ---------- On shield block: * Deals 181 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +10% cold ---------- 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! |
swashbuckler's voratun steamsaw of enduring (39-58 power, 0 apr) swashbuckler's voratun steamsaw of enduring (39-58 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 Uses 1.0 Steam While equipped: Stats +4 Str +7 Dex +8 Wil +10 Con dps ---------- Acc +14 (+3 eff.) ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Max.HP +39.00 ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
truestriking voratun steamsaw of shearing (40-59 power, 0 apr) truestriking voratun steamsaw of shearing (40-59 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego++] Master/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +99 Uses 1.0 Steam While equipped: dps ---------- Res.pen +12% all +6% physical Acc +37 (+8 eff.) Apr +17 ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Velimina the stralite waraxe (34-47 power, 5 apr) Velimina the stralite waraxe (34-47 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Master/Psionic Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +17 mind On Hit: * 26% chance to reduce all saves and defense by 32 On Crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.crit +13.0% Spell.crit +2% Crit.mult +15.00% Phys.pwr +9 (+2 eff.) Res.pen +6% all Acc +17 (+4 eff.) Apr +5 ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.12 Vim/s.crit +1.00 Max.mana +60.00 One-handed war axes. |
caustic voratun waraxe of evisceration (40-55 power, 6 apr) caustic voratun waraxe of evisceration (40-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +25 acid +36 nature On Crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +9 (+2 eff.) Res.pen +12% acid +14% nature Apr +8 One-handed war axes. |
inquisitor's voratun waraxe of shearing (42-58 power, 6 apr) inquisitor's voratun waraxe of shearing (42-58 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Disrupt/Master Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Deals 90 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +10% all Acc +16 (+3 eff.) Apr +12 One-handed war axes. |
Emblem of Evasion Emblem of Evasion1.0 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 56 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. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 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. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Tundrazephyr Tundrazephyr1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +8% lightning +10% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.08 A belt that goes around your waist. |
hardened leather belt of the vagrant hardened leather belt of the vagrant1.0 T3 belt armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) A belt that goes around your waist. |
ravager's drakeskin leather belt of the vagrant ravager's drakeskin leather belt of the vagrant1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +4 Con dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +13% physical Res.pen +9% physical ----- def ----- Mind.save +13 (+3 eff.) A belt that goes around your waist. |
Ce'Nidhedalle the Murkpower (2 def, 8 armour) Ce'Nidhedalle the Murkpower (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Dmg.mod +6% acid On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Armour +8 Defense +2 (+0 eff.) Resists +3% darkness +17% cold ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 54 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 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. |
murderer's cashmere cloak of Iron Throne (2 def, 0 armour) murderer's cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +1 Str +2 Dex +2 Cun +2 Con dps ---------- Acc +4 (+1 eff.) Apr +6 ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of implacability (2 def, 0 armour) murderer's cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +6 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+0 eff.) Phys.save +8 (+2 eff.) Mind.save +7 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galen's Flowing Robe (0 def, 0 armour) Galen's Flowing Robe (0 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+8 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Velisetira (0 def, 0 armour) Velisetira (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Nature While equipped: Stats +14 Str +19 Mag +17 Wil +3 Con dps ---------- Dmg.mod +34% lightning +34% physical +18% fire +44% cold ----- def ----- Resists +24% lightning +26% cold +27% fire +13% all Crit.dmg- 15.00% ---------- misc See.Invis +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+0 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (114 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (192 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Blizzardgash (0 def, 5 armour) Blizzardgash (0 def, 5 armour)2.0 T5 feet armor [Rare] Psionic While equipped: Stats +5 Dex +3 Mag +6 Wil +9 Cun dps ---------- Dmg.mod +18% temporal On Hit (Melee): * 22% chance to reduce strength, dexterity, and constitution by 7 ----- def ----- Armour +5 Resists +18% blight +21% cold +6% temporal Phys.save +15 (+3 eff.) Spell.save +15 (+6 eff.) Mind.save +15 (+4 eff.) ---------- misc Light +3 A pair of boots made of leather. |
Shoes of Slowly Moving Quickly (0 def, 0 armour) Shoes of Slowly Moving Quickly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Fatigue +6% Pinning- +575% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 3.0 Pwr.cost 15 out of 20/20. Range 10 Travel.spd 100% of base Is a mind power a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 18.25 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 97.33 lightning and 121.58 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)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! |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
pair of dwarven-steel boots 'Beeregoromirath' (0 def, 10 armour) pair of dwarven-steel boots 'Beeregoromirath' (0 def, 10 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +10 Fatigue +3% Resists +15% lightning +3% temporal +5% arcane HP.reg +4.00 Cut- +20% ---------- misc Mana/s.crit +1.00 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 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. |
restorative pair of hardened leather boots of rushing (0 def, 3 armour) restorative pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Nature/Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +3 HP.reg +4.00 Heal.mod +14% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
stealthy pair of hardened leather boots of strife (0 def, 3 armour) stealthy pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master/Psionic While equipped: Stats +6 Dex +4 Wil +4 Con +8 Lck dps ---------- Mind.pwr +6 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +3 Stealth +8 Blindside: Puts all charms on 25 cooldown Level 1.0 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 27 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Flashwar (0 def, 2 armour) Flashwar (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +7% Mind.crit +5% Crit.mult +7.00% Dmg.mod +6% light Res.pen +25% darkness +10% light ----- def ----- Armour +2 Resists +3% lightning ---------- misc Light +2 Unarmed combat: Power 21.5 - 23.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +8.0% Atk.spd 100% On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 39.0 - 54.6 Physical Uses 40% Cun, 40% Str, 10% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 27.99 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)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 314.97 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. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 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 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 460.26 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
brawler's dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) brawler's dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Str +4 Dex +5 Cun dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness Phys.save +10 (+2 eff.) ---------- misc Infravis +2 Cooldown Double Strike -1 Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +14 Apr +9 Crit +20.0% Atk.spd 83% Melee+ +11 darkness On Hit: 10% Set Up 3 On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
cinder drakeskin leather gloves of the juggernaut (0 def, 3 armour) cinder drakeskin leather gloves of the juggernaut (0 def, 3 armour)1.0 T4 hands armor [Ego+] Nature/Master While equipped: Stats +5 Con dps ---------- Melee+ 7 fire Dmg.mod +6% fire ----- def ----- Armour +3 Resists +8% fire Phys.save +15 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+1 eff.) Disarm- +36% Unarmed combat: Power 27.5 - 30.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +13 physical On Crit.r2 +13 fire On Hit: 10% Juggernaut 1 On Hit: 10% Fire Breath 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of archery (0 def, 6 armour) heroic hardened leather gloves of archery (0 def, 6 armour)1.0 T2 hands armor [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +6 Mind.save +8 (+2 eff.) Max.HP +45.00 Unarmed combat: Power 22.0 - 24.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +10 Crit +3.0% Atk.spd 100% On Hit: 10% Battle Shout 3 On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Belyralaith (0 def, 17 armour) Belyralaith (0 def, 17 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +33 (+7 eff.) Res.pen +15% physical Apr +10 On Hit (Melee): * 22% chance to reduce armor by 16% ----- def ----- Armour +17 Fatigue +5% Resists +9% temporal Phys.save +23 (+5 eff.) Spell.save +20 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cindermight the hardened leather cap (0 def, 3 armour) Cindermight the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Con dps ---------- Dmg.mod +12% blight +15% fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Resists +12% mind Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
Eclipserend (0 def, 3 armour) Eclipserend (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +4 Wil dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +3% light Res.pen +5% darkness On Hit (Melee): * 10% chance to slow global speed by 60% ----- def ----- Armour +3 Fatigue +5% Resists +15% darkness +6% physical Phys.save +6 (+1 eff.) ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Flashclash (0 def, 3 armour) Flashclash (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +12 Dex +5 Mag +2 Wil +2 Cun +2 Con dps ---------- Dmg.mod +15% fire Res.pen +15% fire ----- def ----- Armour +3 Fatigue +3% Resists +19% darkness +6% fire ---------- misc Infravis +5 A hat made of leather. Very stylish. |
Habar (0 def, 5 armour) Habar (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex +12 Wil +2 Cun dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% arcane +9% mind Res.pen +10% arcane +5% mind Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +14% blight +12% physical +9% mind Phys.save +12 (+3 eff.) Mind.save +14 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)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. |
Infused Cerebrum (8 def, 0 armour) Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+7 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+1 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)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. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)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 (+0 eff.) Fatigue +10% Resists +10% all Blind- +50% Blind-Fight: No penalty when attacking invisible/stealthed A Helmet. But with steam power! |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)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 19.20 mind and 19.20 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 18% 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 18. Terrified: Deals 4.80 mind and 4.80 darkness damage per turn and increases cooldowns by 28%. Haunted: Causes the target to suffer 7.61 mind and 7.61 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. |
Zuburiwyn the Hailkill (0 def, 5 armour) Zuburiwyn the Hailkill (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +13 Str +11 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +5% cold Melee Ret 8 cold ----- def ----- Armour +5 Fatigue +5% Resists +6% temporal +3% nature +6% darkness 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 1145.5 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
bladed hardened leather hat of the depths (0 def, 3 armour) bladed hardened leather hat of the depths (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +7 Str ----- def ----- Armour +3 Fatigue +3% Resists +7% cold ---------- misc Breathe water 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 1145.5 Physical damage. If the attack hits, the target is confused (47% 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. |
drakeskin leather hat 'Velasessra' (0 def, 5 armour) drakeskin leather hat 'Velasessra' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +4 Str +2 Mag +8 Wil ----- def ----- Armour +5 Fatigue +5% Resists +28% blight +24% mind +15% nature Mind.save +36 (+9 eff.) Confus- +38% ---------- misc Equi/ret +0.20 Infravis +3 See.Invis +9 A hat made of leather. Very stylish. |
warlord's drakeskin leather cap of fortune (0 def, 5 armour) warlord's drakeskin leather cap of fortune (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature While equipped: Stats +5 Str +7 Wil +10 Lck dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +6% Phys.pwr +10 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +7% physical Phys.save +11 (+2 eff.) A cap made of leather. |
warlord's dwarven-steel helm of ire (0 def, 4 armour) warlord's dwarven-steel helm of ire (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +8 Str +5 Wil +3 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +7% physical Phys.save +16 (+4 eff.) Mind.save +7 (+2 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's drakeskin leather hat of the bounder (0 def, 5 armour) werebeast's drakeskin leather hat of the bounder (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +15 Str +14 Dex +4 Cun +3 Con ----- def ----- Armour +5 Fatigue +5% 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 1145.5 Physical damage. If the attack hits, the target is confused (47% 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. |
Eriharamas the voratun mail armour (16 def, 23 armour) Eriharamas the voratun mail armour (16 def, 23 armour)14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +5 Con dps ---------- Phys.pwr +15 (+3 eff.) ----- def ----- Armour +23 Defense +16 (+4 eff.) Fatigue +12% Resists +13% acid +12% cold +9% physical Phys.save +18 (+4 eff.) Spell.save +9 (+4 eff.) Mind.save +21 (+5 eff.) Max.HP +60.00 ---------- misc Breathe water A suit of armour made of mail. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+4 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 29, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+11 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
4 agate 4 agate0.0 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. |
620 alchemist agate 620 alchemist agate0.0 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. |
10 onyx 10 onyx0.0 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. |
Windborne Azurite Windborne Azurite0.0 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. |
12 aquamarine 12 aquamarine0.0 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. |
13 lapis lazuli 13 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 opal 18 opal0.0 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. |
9 sapphire 9 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 topaz 16 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Amyromirim (dig speed 14 turns) Amyromirim (dig speed 14 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Cun +2 Str dps ---------- Acc +6 (+1 eff.) ----- def ----- Resists +9% fire Phys.save +25 (+6 eff.) Spell.save +16 (+6 eff.) Mind.save +28 (+7 eff.) Max.HP +103.00 Pinning- +10% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Frostshine (dig speed 23 turns) Frostshine (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Dex +6 Wil +8 Cun dps ---------- Dmg.mod +9% cold Res.pen +15% cold Acc +6 (+1 eff.) ----- def ----- Crit.dmg- 10.00% ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gunuhad (dig speed 19 turns) Gunuhad (dig speed 19 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +6 Str +5 Dex dps ---------- Crit.mult +20.00% Dmg.mod +12% physical ----- def ----- Resists +9% light +9% darkness Spell.save +6 (+3 eff.) ---------- misc Max.hate +10.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
shattering voratun pickaxe (dig speed 11 turns) shattering voratun pickaxe (dig speed 11 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Res.pen +20% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's voratun pickaxe (dig speed 11 turns) soldier's voratun pickaxe (dig speed 11 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +4 Defense +6 (+1 eff.) Resists +8% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"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. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"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? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
14 emerald 14 emerald0.0 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. |
9 jade 9 jade0.0 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. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise 10 turquoise0.0 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. |
Stimulus Stimulus2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+3 eff.) Phys.save +15 (+3 eff.) Spell.save +15 (+6 eff.) Mind.save +15 (+4 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.' |
Adymith Adymith1.0 T3 lite [Rare] Nature While equipped: Stats +4 Wil ----- def ----- Defense +20 (+5 eff.) Resists +12% blight +5% arcane Phys.save +9 (+2 eff.) Die.at -40.00 life Heal.mod +22% ---------- misc Max.stam +20.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's dwarven lantern of health nightwalker's dwarven lantern of health1.0 T5 lite [Ego+] Nature While equipped: Stats +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +20.00% Phys.pwr +8 (+2 eff.) ----- def ----- Max.HP +49.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's Eye Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.4 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal Focus Crystal Focus0.0 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)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. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)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. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 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. |
Petrified Wood Petrified Wood0.0 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. |
76 alchemist bloodstone 76 alchemist bloodstone0.0 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. |
12 bloodstone 12 bloodstone0.0 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. |
12 fire opal 12 fire opal0.0 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. |
5 garnet 5 garnet0.0 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. |
9 ruby 9 ruby0.0 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. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 68% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 348.16 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 33] amazing fiery salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 145% efficiency and 50% cooldown modifier. Remove 3 magical effects and grants a fiery aura (33% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 33] amazing frost salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 145% efficiency and 50% cooldown modifier. Remove 3 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 480] amazing healing salve [power 480]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 145% efficiency and 50% cooldown modifier. Heal 480 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing water salve [power 33] amazing water salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 145% efficiency and 50% cooldown modifier. Remove 3 mental effects and grants a water aura (33% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 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. |
mastercraft head lamp mastercraft head lamp0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +16 (+3 eff.) ---------- misc Light +6 Tinkers can be attached to normal items to improve them with steam power! |
voratun grip voratun grip0.0 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! |
Betavena the voratun torque of mindblast [power 440] (15 cooldown) Betavena the voratun torque of mindblast [power 440] (15 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +3 Str +4 Dex +5 Cun +6 Con dps ---------- Mind.crit +5% Dmg.mod +9% mind Melee Ret 8 arcane ----- def ----- Mind.save +9 (+2 eff.) ---------- misc Max.stam +30.00 Blast the opponent's mind dealing 528 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
piercing stralite torque of clear mind [power 3] (25 cooldown) piercing stralite torque of clear mind [power 3] (25 cooldown)2.0 T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
The Guardian's Totem The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+3 eff.) On Melee Ret: * 18% chance to slow global speed by 60% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
innervating elven-wood totem of stinging [power 368] (15 cooldown) innervating elven-wood totem of stinging [power 368] (15 cooldown)2.0 T4 totem charm [Ego+] Nature Sting an enemy dealing 471 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
22 amethyst 22 amethyst0.0 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. |
Burning Star Burning Star1.0 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. |
Pearl of Life and Death Pearl of Life and Death2.0 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. |
8 diamond 8 diamond0.0 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. |
6 moonstone 6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl 11 pearl0.0 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. |
11 quartz 11 quartz0.0 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. |
13 amber 13 amber0.0 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. |
9 ametrine 9 ametrine0.0 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. |
6 citrine 6 citrine0.0 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. |
7 zircon 7 zircon0.0 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 Killiam William the Thalore Sawbutcher level 33
5th Regrowth 123rd year of Ascendancy at 06:40 see stats
By Killiam William the Thalore Sawbutcher level 32
3rd Regrowth 123rd year of Ascendancy at 15:43 see stats
By Killiam William the Thalore Sawbutcher level 47
35th Pyre 123rd year of Ascendancy at 17:34 see stats
By Killiam William the Thalore Sawbutcher level 32
1st Regrowth 123rd year of Ascendancy at 23:50 see stats
By Killiam William the Thalore Sawbutcher level 12
6th Dusk 122nd year of Ascendancy at 03:17 see stats
By Killiam William the Thalore Sawbutcher level 38
32nd Regrowth 123rd year of Ascendancy at 09:38 see stats
By Killiam William the Thalore Sawbutcher level 39
36th Regrowth 123rd year of Ascendancy at 00:24 see stats
By Killiam William the Thalore Sawbutcher level 46
30th Pyre 123rd year of Ascendancy at 05:01 see stats
By Killiam William the Thalore Sawbutcher level 35
27th Regrowth 123rd year of Ascendancy at 16:27 see stats
By Killiam William the Thalore Sawbutcher level 37
31st Regrowth 123rd year of Ascendancy at 02:58 see stats
By Killiam William the Thalore Sawbutcher level 20
66th Dusk 122nd year of Ascendancy at 14:10 see stats
By Killiam William the Thalore Sawbutcher level 8
10th Mirth 122nd year of Ascendancy at 13:01 see stats
By Killiam William the Thalore Sawbutcher level 36
28th Regrowth 123rd year of Ascendancy at 13:51 see stats
By Killiam William the Thalore Sawbutcher level 43
68th Regrowth 123rd year of Ascendancy at 01:24 see stats
By Killiam William the Thalore Sawbutcher level 34
13rd Regrowth 123rd year of Ascendancy at 04:38 see stats
By Killiam William the Thalore Sawbutcher level 50
29th Dusk 123rd year of Ascendancy at 09:36 see stats
By Killiam William the Thalore Sawbutcher level 19
44th Dusk 122nd year of Ascendancy at 02:14 see stats
By Killiam William the Thalore Sawbutcher level 44
12nd Pyre 123rd year of Ascendancy at 10:49 see stats
By Killiam William the Thalore Sawbutcher level 30
10th Allure 123rd year of Ascendancy at 02:47 see stats
By Killiam William the Thalore Sawbutcher level 50
25th Dusk 123rd year of Ascendancy at 01:11 see stats
By Killiam William the Thalore Sawbutcher level 50
57th Haze 123rd year of Ascendancy at 13:08 see stats
By Killiam William the Thalore Sawbutcher level 17
30th Dusk 122nd year of Ascendancy at 17:14 see stats
By Killiam William the Thalore Sawbutcher level 41
36th Regrowth 123rd year of Ascendancy at 04:29 see stats
By Killiam William the Thalore Sawbutcher level 50
24th Dusk 123rd year of Ascendancy at 11:04 see stats
By Killiam William the Thalore Sawbutcher level 34
21st Regrowth 123rd year of Ascendancy at 03:54 see stats
By Killiam William the Thalore Sawbutcher level 1
76th Pyre 122nd year of Ascendancy at 23:46 see stats
By Killiam William the Thalore Sawbutcher level 10
10th Flare 122nd year of Ascendancy at 06:00 see stats
By Killiam William the Thalore Sawbutcher level 20
45th Dusk 122nd year of Ascendancy at 06:21 see stats
By Killiam William the Thalore Sawbutcher level 30
10th Allure 123rd year of Ascendancy at 02:25 see stats
By Killiam William the Thalore Sawbutcher level 40
36th Regrowth 123rd year of Ascendancy at 01:15 see stats
By Killiam William the Thalore Sawbutcher level 50
55th Pyre 123rd year of Ascendancy at 18:20 see stats
By Killiam William the Thalore Sawbutcher level 50
24th Dusk 123rd year of Ascendancy at 05:59 see stats
By Killiam William the Thalore Sawbutcher level 20
59th Dusk 122nd year of Ascendancy at 21:32 see stats
By Killiam William the Thalore Sawbutcher level 48
50th Pyre 123rd year of Ascendancy at 00:19 see stats
By Killiam William the Thalore Sawbutcher level 24
2nd Decay 122nd year of Ascendancy at 06:15 see stats
By Killiam William the Thalore Sawbutcher level 38
32nd Regrowth 123rd year of Ascendancy at 02:59 see stats
By Killiam William the Thalore Sawbutcher level 25
4th Decay 122nd year of Ascendancy at 14:51 see stats
By Killiam William the Thalore Sawbutcher level 36
28th Regrowth 123rd year of Ascendancy at 15:47 see stats
By Killiam William the Thalore Sawbutcher level 50
29th Dusk 123rd year of Ascendancy at 09:34 see stats
By Killiam William the Thalore Sawbutcher level 44
17th Pyre 123rd year of Ascendancy at 12:24 see stats
By Killiam William the Thalore Sawbutcher level 14
24th Dusk 122nd year of Ascendancy at 06:02 see stats
By Killiam William the Thalore Sawbutcher level 7
1st Mirth 122nd year of Ascendancy at 07:37 see stats
By Killiam William the Thalore Sawbutcher level 50
24th Dusk 123rd year of Ascendancy at 15:41 see stats
By Killiam William the Thalore Sawbutcher level 14
24th Dusk 122nd year of Ascendancy at 07:12 see stats
By Killiam William the Thalore Sawbutcher level 20
67th Dusk 122nd year of Ascendancy at 03:17 see stats
By Killiam William the Thalore Sawbutcher level 50
29th Dusk 123rd year of Ascendancy at 09:36 see stats
By Killiam William the Thalore Sawbutcher level 41
52nd Regrowth 123rd year of Ascendancy at 18:13 see stats
By Killiam William the Thalore Sawbutcher level 20
66th Dusk 122nd year of Ascendancy at 19:55 see stats
By Killiam William the Thalore Sawbutcher level 28
8th Allure 123rd year of Ascendancy at 17:48 see stats
By Killiam William the Thalore Sawbutcher level 19
44th Dusk 122nd year of Ascendancy at 01:51 see stats
By Killiam William the Thalore Sawbutcher level 31
1st Regrowth 123rd year of Ascendancy at 16:27 see stats
By Killiam William the Thalore Sawbutcher level 32
3rd Regrowth 123rd year of Ascendancy at 15:54 see stats
Log
The egg cracks open!
The egg was empty!
The egg cracks open!
The egg was empty!
There is a Portal here (press '' or right click to use).
You gain 5.70 gold from the transmogrification of dreamer's pair of hardened leather boots of tirelessness (0 def, 3 armour).
You gain 2.88 gold from the transmogrification of acidic stralite waraxe of erosion (34-48 power, 5 apr).
You gain 2.61 gold from the transmogrification of iron mace of disruption (12-18 power, 2 apr).
You gain 4.72 gold from the transmogrification of ranger's elven-wood longbow of lightning.
You gain 6.24 gold from the transmogrification of wizard's stralite ring of tenacity.
There is a Portal to Pikataclysm 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...
Today is the 58th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 15:11.
Today is the 59th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:06.
Today is the 60th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 11:43.
Today is the 61st Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:11.
There is a Last Hope (Town) here (press '' or right click to use).
Saving done.
There is an exit to the worldmap 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.