


















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Female |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 50 / 3851% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 153 (base 60) |
Dexterity | 109 (base 60) |
Constitution | 70 (base 29) |
Magic | 19 (base 10) |
Willpower | 35 (base 10) |
Cunning | 79 (base 60) |
Resources
Life | 1644/1644 |
Steam | 95/95 |
Healing Factor | 0.99723186496146 |
Regeneration | 23.340287402004 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +499.05287036665% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 20.029851481509 |
Infravision | 32.029851481509 |
See Stealth | 60 |
See Invisible | 45 |
ESP Range | 10 |
ESP Kinds | dragon, animal/canine |
Offense: Mainhand
Damage | 223 |
Accuracy | 87 |
Crit Chance | 88% |
APR | 36 |
Speed | 1.00 |
Offense: Offhand
Damage | 103 |
Accuracy | 87 |
Crit Chance | 85% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +13% |
Mind | +25% |
All | +10% |
Lightning | +34% |
Light | +30% |
Physical | +65% |
Cold | +34% |
Fire | +39% |
Darkness | +19% |
Offense: Damage Penetration
Acid | +65% |
Blight | +32% |
Physical | +65% |
All | +12% |
Lightning | +39% |
Light | +22% |
Temporal | +27% |
Fire | +40% |
Nature | +12% |
Defense: Base
Armour (hardiness) | 90.691846495886 (100%) |
Defense | 50 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 72 |
Spell Save | 21 |
Mental Save | 27 |
Defense: Resistances
Acid | + 55%( 70%) |
Blight | + 48%( 70%) |
Arcane | + 38%( 70%) |
Cold | + 70%( 70%) |
All | + 34%( 70%) |
Lightning | + 70%( 70%) |
Light | + 56%( 70%) |
Physical | + 62%( 70%) |
Darkness | + 57%( 70%) |
Fire | + 63%( 70%) |
Mind | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 70% |
Blind Resistance | 100% |
Silence Resistance | 54% |
Bleed Resistance | 90% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
Implants | Effective talent level: 2.5 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 135% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 197% efficiency and cooldown mod of 62%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Steamtech / Automated butchery | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
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 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Overheat Saws |
talent | Melting Point |
talent | Mow Down |
talent | Grinding Shield |
talent | Saw Wheels |
beneficial effect | Inspired by a recent kill increasing all resistance by 9%. Orcish Triumph |
detrimental effect | The target's will to defend itself is shattered by the powerful battle cry, reducing defense by 73. Battle Cry |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +7 Wil dps ---------- Spell.crit +3% Spell.pwr +10 (+5 eff.) Res.pen +20% blight ----- def ----- Armour +14 Phys.save +15 (+3 eff.) Silence- +34% Confus- +39% Pinning- +25% Stun/Frz- +36% Knockbk- +25% Teleport- +100% ---------- misc Mana/turn +0.32 Mana/s.crit +2.00 Max.mana +31.00 Infravis +2 A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Rare] Master While equipped: Stats +6 Dex +6 Mag +5 Con dps ---------- Dmg.mod +9% cold +9% darkness +20% light Res.pen +15% temporal ----- def ----- Resists +6% darkness Blind- +48% Confus- +30% ---------- misc Light +19 Infravis +3 See.Stealth +35 See.Invis +20 Track: Puts all charms on 40 cooldown Level 7.8 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed A Helmet. But with steam power! |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +5 Spring Grapple Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Nature/Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +15% mind +15% fire ----- def ----- Resists +9% fire +28% darkness +6% arcane Affinity +30% darkness Mind.save +10 (+5 eff.) HP.reg +4.49 Cut- +20% Silence- +20% Pinning- +22% ---------- misc Infravis +18 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +25.00% Phys.pwr +20 (+4 eff.) Dmg.mod +15% cold +24% physical Res.pen +25% acid Acc +20 (+4 eff.) ----- def ----- Resists +11% physical +12% cold Phys.save +18 (+4 eff.) Die.at -100.00 life Max.HP +50.00 Disarm- +50% Pinning- +50% Knockbk- +45% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+10 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Around neck | ![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +4 Con dps ---------- Res.pen +28% acid Melee Ret 11 acid On Hit (Melee): * 22% chance to reduce armor by 24% ----- def ----- Fatigue -9% Resists +12% acid +21% blight Crit.dmg- 16.70% HP.reg +5.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 50.0 - 75.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +28.0% Atk.spd 100% Block +107 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +5 Dex dps ---------- Phys.crit +13.0% Dmg.mod +9% physical Res.pen +25% physical Acc +13 (+2 eff.) ----- def ----- Armour +6 Defense +25 (+8 eff.) Fatigue +12% Disarm- +48% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+6 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.5 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 63 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. |
In off hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +106 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +10 Str +10 Dex +11 Wil +15 Con dps ---------- Phys.crit +11.0% Dmg.mod +3% arcane Res.pen +10% light Acc +21 (+4 eff.) Melee Ret 6 arcane ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +15% light Max.HP +44.00 ---------- 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! |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +24% lightning Res.pen +28% lightning ----- def ----- Defense +3 (+1 eff.) Resists +39% lightning +27% cold +18% light Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid HP.reg +10.00 Blind- +50% Poison- +70% Disease- +70% Cut- +70% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 85%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 234% efficiency and cooldown mod of 100%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 74%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 2.5 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 11.2 steam per turn. Can be activated for an instant burst of 56 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 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 14.0 steam per turn. Can be activated for an instant burst of 70 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 430% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] 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 mental effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 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, 5 temporal, 3 blight, 5 cold, 3 nature, 2 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 195 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 195 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 100 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 106 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 114 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 56 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 60 up to 6 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 9 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Mag +3 Con dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 26% chance to reduce damage dealt by 20% ----- def ----- Resists +6% darkness +30% temporal Phys.save +25 (+6 eff.) Spell.save +21 (+10 eff.) Mind.save +23 (+12 eff.) Blind- +40% Pinning- +49% Knockbk- +50% ---------- misc Infravis +12 Sight +2 See.Invis +15 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Res.pen +25% mind ----- def ----- Fatigue -7% Crit.dmg- 10.00% Mind.save +9 (+5 eff.) HP.reg +3.00 ---------- misc Psi/ret +0.12 Light +3 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+8 eff.) Steampwr +40 (+10 eff.) Spell.pwr +40 (+19 eff.) Mind.pwr +40 (+14 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +12.00% Dmg.mod +15% light Acc +7 (+1 eff.) Apr +13 Melee Ret 4 fire ----- def ----- Resists +5% arcane +3% physical Max.HP +40.00 Cut- +20% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Wil dps ---------- Dmg.mod +15% lightning +15% darkness Melee Ret 6 lightning On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +6% acid +9% cold +21% light +12% lightning Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +24% cold +12% mind +15% fire Res.pen +28% lightning +28% cold Melee Ret 6 mind ----- def ----- Resists +28% lightning +30% fire Stun/Frz- +47% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (124). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +9% light Res.pen +25% light +25% nature Melee Ret 10 acid ----- def ----- Resists +12% darkness +27% temporal Pinning- +41% Knockbk- +42% ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 10 light 9 darkness Dmg.mod +9% light +10% darkness On Melee Ret: * 9% chance to reduce damage dealt by 20% * 9% chance to blind ----- def ----- Resists +20% light +23% darkness Blind- +41% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag dps ---------- Crit.mult +18.00% Spell.pwr +9 (+5 eff.) S.pwr/crit +5 Dmg.mod +11% blight +11% fire Res.pen +5% physical Acc +10 (+2 eff.) Melee Ret 2 temporal ----- def ----- Armour +4 Resists +12% light ---------- misc Mana/turn +0.51 Max.mana +60.00 Masteries +0.35 Steamtech/Automated butchery Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +5% Dmg.mod +9% darkness +18% fire Melee Ret 6 darkness ----- def ----- Resists +6% darkness Max.HP +27.00 Disarm- +38% Pinning- +33% Knockbk- +37% ---------- misc Hate/m.crit +5.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +6 (+1 eff.) Melee Ret 6 fire ----- def ----- Armour +8 Max.HP +20.00 Disarm- +20% Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Con dps ---------- Apr +5 Melee Ret 10 acid On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +12% light Mind.save +11 (+6 eff.) Die.at -80.80 life Confus- +38% ---------- misc Max.stam +30.30 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +19% lightning +9% temporal +3% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 14 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +38% lightning +6% temporal Phys.save +16 (+4 eff.) Spell.save +16 (+8 eff.) Mind.save +13 (+7 eff.) Max.HP +44.00 Disarm- +43% Pinning- +43% Knockbk- +39% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Wil dps ---------- Dmg.mod +12% darkness Res.pen +20% darkness +29% mind Melee Ret 6 darkness On Hit (Melee): * 23% chance to reduce damage dealt by 20% ----- def ----- Fatigue -10% Crit.dmg- 17.10% ---------- misc Max.enc +40 See.Invis +9 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+10 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 3.5 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, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+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. |
![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 80 power out of 100/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 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. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% darkness +20% fire Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +12% darkness +24% fire HP.reg +3.00 Stun/Frz- +25% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.80 cold and 20.69 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% acid ----- def ----- Armour +6 Resists +18% light +3% physical Phys.save +19 (+4 eff.) HP.reg +11.12 Heal.mod +21% Cut- +21% Stun/Frz- +42% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+5 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+5 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 5.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 118.99 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Cun +6 Mag dps ---------- Spell.pwr +11 (+6 eff.) Dmg.mod +12% cold Melee Ret 8 arcane ----- def ----- Spell.save +15 (+7 eff.) ---------- misc Vim/s.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Cun +8 Mag dps ---------- Spell.pwr +15 (+8 eff.) ----- def ----- Blind- +45% ---------- misc Infravis +6 See.Stealth +18 See.Invis +25 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +13% fire ----- def ----- Resists +26% fire Spell.save +13 (+6 eff.) ---------- misc Max.stam +16.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +7 Dex dps ---------- Acc +8 (+1 eff.) ----- def ----- Blind- +34% ---------- misc Infravis +4 See.Stealth +9 See.Invis +10 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +10 Mag +8 Wil +8 Cun dps ---------- Mind.pwr +13 (+5 eff.) Melee+ 40 light Ranged+ 33 light Dmg.mod +20% light Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Mind.pwr +10 (+4 eff.) Melee+ 23 light Ranged+ 31 light Dmg.mod +10% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex +9 Wil dps ---------- Dmg.mod +18% nature +18% darkness Res.pen +15% nature Melee Ret 10 nature ----- def ----- Crit.dmg- 15.00% Mind.save +12 (+6 eff.) ---------- misc Light +3 Infravis +3 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+4 eff.) Confus- +26% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Nature While equipped: ----- def ----- Resists +9% nature +7% blight Blind- +28% Poison- +13% Disease- +15% ---------- misc Infravis +5 See.Stealth +11 See.Invis +10 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Mag +8 Wil dps ---------- Crit.mult +15.00% Spell.pwr +14 (+7 eff.) S.pwr/crit +4 Dmg.mod +3% arcane +12% blight Res.pen +10% arcane Melee Ret 4 blight On Hit (Melee): * 22% chance to reduce damage dealt by 20% ----- def ----- Resists +27% acid +30% fire +26% lightning +30% cold Max.HP +33.00 Disarm- +47% Pinning- +50% Knockbk- +42% ---------- misc Mana/turn +0.04 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +6 Str dps ---------- Acc +14 (+3 eff.) Apr +16 ----- def ----- Armour +12 Defense +15 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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! |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% 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 (+6 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. |
![]() 3.0 T4 greatsword 2H weapon [Random Unique] Nature/Master Power 51.5 - 82.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +12 acid On Crit.r2 +20 acid +35 nature While equipped: Stats +13 Wil +18 Con dps ---------- Phys.pwr +13 (+3 eff.) Dmg.mod +3% acid +6% cold Res.pen +19% acid +14% physical +7% nature Apr +13 On Hit (Melee): * 10% chance to reduce armor by 24% ----- def ----- Resists +12% acid Max.HP +112.00 Disarm- +34% Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Rare] Master Power 36.0 - 50.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +20 fire While equipped: Stats +8 Mag dps ---------- Acc +13 (+2 eff.) ----- def ----- Defense +12 (+4 eff.) Resists +6% blight +6% light +6% darkness +6% lightning Crit.dmg- 10.00% Disarm- +44% ---------- misc Infravis +3 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 fire On Hit.r1 +20 fire While equipped: Stats +9 Str dps ---------- Dmg.mod +15% physical Res.pen +15% light Acc +35 (+7 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +18% light +6% fire Disarm- +37% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 mind On Hit.r1 +12 mind +8 temporal On Crit.r2 +87 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Wil dps ---------- Phys.crit +14.0% All.spd +11% Dmg.mod +3% temporal Res.pen +15% nature +23% fire ----- def ----- Resists +3% light ---------- misc Psi/ret +0.12 Sharp, long, and deadly. |
![]() 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% While equipped: dps ---------- Res.pen +11% all Acc +26 (+5 eff.) Apr +13 ----- def ----- Defense +12 (+4 eff.) Disarm- +41% Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Rare] Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +20 darkness On Hit.r1 +12 arcane +20 darkness On Hit: * 20% chance to reduce damage dealt by 20% While equipped: Stats +4 Str +7 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +9% darkness Crit.dmg- 15.00% Disarm- +37% Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Cun, 90% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
![]() 3.0 T3 mace 1H weapon [Rare] Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +8 Dex dps ---------- Crit.mult +10.00% Res.pen +25% blight Apr +9 ----- def ----- Stun/Frz- +20% ---------- misc Max.stam +30.30 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Rare] Nature Power 45.0 - 63.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +13 Str +13 Dex +13 Mag +12 Wil +13 Cun +12 Con dps ---------- Dmg.mod +15% cold Res.pen +28% mind +28% nature On Hit (Melee): * 22% chance to slow global speed by 51% * 22% chance to reduce all saves and defense by 25 ----- def ----- Resists +9% mind +33% cold Blunt and deadly. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +16 Mag +13 Wil +13 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) S.pwr/crit +8 Dmg.mod +25% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Crit.mult +29.00% Spell.pwr +21 (+11 eff.) Melee+ 18 fire Dmg.mod +30% fire ---------- misc See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Psionic/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 Melee+ +8 lightning +19 darkness +17 mind Against +13% Living On Hit: * 21% chance to reduce all saves and defense by 25 * 25% chance for lightning to strike from the target to a second target dealing 38 damage Uses 1.0 Steam While equipped: Stats +7 Cun +3 Wil dps ---------- Res.pen +5% temporal Melee Ret 4 lightning ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +9% temporal ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Rare] Nature/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 Melee+ +24 cold Uses 1.0 Steam While equipped: Stats +13 Str +13 Dex +17 Mag +13 Wil +12 Cun +11 Con dps ---------- Spell.crit +5% Dmg.mod +15% cold +12% fire ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +6% arcane ---------- misc Mana/turn +0.28 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Master/Psionic/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +106 Melee+ +18 mind On Hit: * 26% chance to reduce all saves and defense by 25 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +13 Str +9 Dex +11 Wil +6 Cun dps ---------- Phys.crit +3.0% Crit.mult +15.00% Res.pen +10% blight Acc +17 (+3 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +20% physical Shield.near.proj +110 Proj.slow +30% Die.at -60.00 life ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Disrupt/Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +91 Melee+ +8 nature Against +12% Unnatural On Hit.r1 +8 light On Crit: * Wound the target dealing 301 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: Stats +5 Str +5 Wil dps ---------- Phys.crit +10.0% Phys.pwr +11 (+2 eff.) Dmg.mod +12% light +10% physical Res.pen +10% nature Acc +11 (+2 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +6% nature ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 Uses 1.0 Steam While equipped: Stats +7 Dex +7 Con dps ---------- Crit.mult +5.00% Phys.pwr +15 (+3 eff.) Phys.spd +10% Res.pen +14% physical Acc +31 (+6 eff.) ----- def ----- Armour +6 Defense +35 (+11 eff.) Fatigue +12% Resists +9% mind Disease- +23% Disarm- +88% ---------- misc Mana/s.crit +2.00 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 43.5 - 65.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +66 On Crit.r2 +12 physical Uses 1.0 Steam While equipped: Stats +2 Con dps ---------- Crit.mult +5.00% Res.pen +12% physical Acc +14 (+3 eff.) Apr +9 ----- def ----- Armour +5 Defense +18 (+6 eff.) Fatigue +10% Resists +1% physical +25% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego++] Master/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +110 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +6 Str +9 Dex dps ---------- Phys.crit +15.0% Acc +23 (+4 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego++] Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 Uses 1.0 Steam While equipped: dps ---------- Phys.crit +11.0% Crit.mult +35.00% Res.pen +8% physical Acc +19 (+4 eff.) Apr +21 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Master/Psionic Power 53.5 - 74.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +15% physical Acc +19 (+4 eff.) Apr +12 ----- def ----- Resists +5% arcane +3% mind +3% darkness Max.HP +100.00 HP.reg +4.00 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Arcane Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +20 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage While equipped: dps ---------- Melee Ret 10 nature On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Armour +6 Resists +9% temporal HP.reg +4.04 Disease- +20% Confus- +20% One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Nature Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +9.5% Atk.spd 100% On Hit.r1 +12 physical While equipped: Stats +11 Str +24 Dex +11 Mag +11 Wil +11 Cun +11 Con dps ---------- Apr +2 ----- def ----- Resists +4% physical Phys.save +12 (+3 eff.) ---------- misc Mana/s.crit +2.02 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 blight +21 cold On Crit.r2 +4 fire On Hit: 20% Epidemic 5 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 14 While equipped: dps ---------- Acc +15 (+3 eff.) ----- def ----- Defense +14 (+4 eff.) Resists +5% arcane +6% acid Spell.save +12 (+6 eff.) Heal.mod +10% Disease- +28% Disarm- +50% Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Arcane Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +20 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage While equipped: Stats +11 Str +4 Con dps ---------- Dmg.mod +9% arcane Res.pen +20% arcane +25% temporal ----- def ----- Resists +9% cold Crit.dmg- 15.30% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Nature/Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Str +8 Dex +4 Mag +7 Wil +5 Cun +3 Con dps ---------- Phys.crit +8.0% Crit.mult +10.00% Apr +11 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +7 Con +12 Wil dps ---------- Res.pen +13% physical Acc +16 (+3 eff.) Apr +11 ----- def ----- Max.HP +70.00 One-handed war axes. |
![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +6 Dex +5 Mag +3 Cun dps ---------- Dmg.mod +18% physical ----- def ----- Resists +15% lightning +15% temporal +4% physical Phys.save +18 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +6 Dex +6 Mag +6 Cun dps ---------- Phys.crit +6.0% Mind.crit +15% ----- def ----- Resists +18% light Phys.save +12 (+3 eff.) Max.HP +80.00 Silence- +20% ---------- misc Infravis +3 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +11 Mag +11 Wil dps ---------- Spell.crit +4% Dmg.mod +15% blight +12% nature +33% darkness Res.pen +28% blight On Hit (Melee): * 23% chance to reduce strength, dexterity, and constitution by 14 * 23% chance to reduce damage dealt by 20% ----- def ----- Resists +12% darkness +18% blight A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +9 Wil dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +12% temporal ----- def ----- Resists +15% fire +6% arcane +6% physical Spell.save +15 (+7 eff.) HP.reg +4.53 Disease- +23% Silence- +23% Teleport- +23% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +6% nature +12% physical Apr +3 ----- def ----- Armour +2 Resists +3% nature +3% physical Spell.save +10 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Disrupt While equipped: Stats +4 Con dps ---------- Mind.crit +3% Dmg.mod +21% mind Res.pen +25% physical ----- def ----- Resists +11% acid +6% physical +11% blight Spell.save +18 (+9 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Arcane/Master While equipped: Stats +6 Dex +11 Mag +11 Wil +6 Cun dps ---------- Phys.crit +12.0% Spell.crit +5% Mind.crit +15% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +14 (+3 eff.) S.pwr/crit +10 Res.pen +10% fire ----- def ----- Armour +12 Resists +15% fire Phys.save +15 (+3 eff.) Spell.save +9 (+4 eff.) HP.reg +4.00 Blind- +20% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Wil +5 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) Against +21% Summoned ----- def ----- D.Red.from +26% Summoned Mind.save +7 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Nature While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +5% lightning On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Defense +3 (+1 eff.) Resists +10% acid +10% cold +9% fire +15% nature +10% lightning Spell.save +12 (+6 eff.) Mind.save +13 (+7 eff.) Max.HP +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 4.5 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 5 turns, rendering it unable to act. Every 49 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% acid Res.pen +20% acid Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Defense +11 (+3 eff.) Resists +6% acid +23% light +15% blight +12% fire +18% nature Mind.save +11 (+6 eff.) Stealth +8 HP.reg +10.00 Heal.mod +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.5 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 74.75 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +15 (+3 eff.) ----- def ----- Defense +18 (+6 eff.) Resists +18% acid +4% physical +18% mind +9% darkness Phys.save +13 (+3 eff.) Die.at -94.32 life Heal.mod +20% Stun/Frz- +24% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+3 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+5 eff.) Spell.save +20 (+10 eff.) Mind.save +20 (+10 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 2.5 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Mag +8 Wil +4 Cun dps ---------- Mind.crit +6% Dmg.mod +6% mind +24% cold Res.pen +15% cold ----- def ----- Defense +2 (+0 eff.) ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +11% Melee Ret 4 arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Defense +2 (+0 eff.) Resists +6% acid Silence- +20% Confus- +20% ---------- misc Mana/turn +0.16 Max.mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+2 eff.) Melee Ret 10 mind ----- def ----- Resists +21% fire +15% temporal +11% all Spell.save +18 (+9 eff.) Mind.save +23 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +13% blight +15% all Max.HP +84.00 HP.reg +2.30 Heal.mod +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +5 Str +7 Mag +6 Wil dps ---------- Dmg.mod +20% lightning +15% physical +20% acid +16% cold ----- def ----- Resists +6% lightning +11% cold +30% acid +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (105 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (178 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. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +11 Wil +6 Cun +6 Con dps ---------- Mind.pwr +7 (+3 eff.) Res.pen +9% physical ----- def ----- Armour +5 Defense +15 (+5 eff.) Fatigue -5% Resists +9% light +3% physical Phys.save +27 (+6 eff.) Spell.save +14 (+7 eff.) Mind.save +15 (+8 eff.) Max.HP +60.00 ---------- misc Max.enc +47 Blindside: Puts all charms on 25 cooldown Level 4.5 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 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 48 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Dex dps ---------- Phys.crit +7.0% Crit.mult +10.00% Phys.pwr +6 (+1 eff.) Spell.pwr +13 (+7 eff.) Dmg.mod +3% physical Apr +13 ----- def ----- Armour +5 Defense +11 (+3 eff.) Fatigue +4% Die.at -60.00 life Evasion: (Instant) Puts all charms on 30 cooldown Level 5.5 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 63 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] 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! |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +8 Str +8 Con dps ---------- Mind.crit +3% Mind.pwr +15 (+5 eff.) Mov.spd +25% Dmg.mod +9% arcane +8% physical Res.pen +17% temporal +20% darkness +20% arcane ----- def ----- Armour +5 Fatigue +4% Resists +30% darkness +27% temporal Spell.save +6 (+3 eff.) Def/telep +21 Res/telep +20% Dur/telep +23% ---------- misc Hate/m.crit +1.00 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego++] Master While equipped: Stats +6 Cun +4 Con ----- def ----- Armour +5 Defense +13 (+4 eff.) Phys.save +20 (+5 eff.) Mind.save +20 (+10 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 3.5 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 37% chance to evade melee and ranged attacks and 45 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 20% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 6.5 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 84.16 fire damage and 72.01 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+5 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 5.5 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 53.44 physical damage in a radius of 4 each turn for 8 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. |
![]() 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% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: Stats +5 Mag dps ---------- Melee+ 11 cold Dmg.mod +21% physical +8% cold ----- def ----- Armour +2 Defense +10 (+3 eff.) Resists +9% nature +8% cold Max.HP +40.00 Heal.mod +20% Def/telep +15 Res/telep +15% Dur/telep +15% Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +11 ice On Hit: 10% Ice Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +7 Dex +9 Mag +3 Wil +11 Cun dps ---------- Spell.crit +2% S.pwr/crit +4 Melee+ 13 darkness Dmg.mod +11% darkness +6% arcane Acc +9 (+2 eff.) Apr +13 ----- def ----- Armour +3 Resists +9% light +20% darkness ---------- misc Max.vim +20.00 Infravis +2 Unarmed combat: Power 27.5 - 30.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +12 Crit +5.0% Atk.spd 100% On Crit.r2 +37 light +40 darkness On Hit: 20% Moonlight Ray 5 On Hit: 15% Perfect Strike 5 On Hit: * 13% chance to reduce damage dealt by 20% Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% 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. |
![]() 1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +3 Dex +10 Mag +12 Wil +3 Cun dps ---------- Crit.mult +15.00% Spell.pwr +13 (+7 eff.) Melee+ 7 acid 7 fire 8 cold 11 arcane 6 lightning Dmg.mod +6% arcane Res.pen +15% blight +5% arcane ----- def ----- Armour +3 Resists +4% arcane Phys.save +11 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 24.5 - 27.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 Crit +12.0% Atk.spd 100% Melee+ +11 ice +10 acid +19 fire +11 arcane +21 lightning On Hit: 10% Manathrust 3 On Hit: 10% Set Up 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Psionic While equipped: Stats +10 Con dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 22 mind 33 darkness On Hit (Melee): * 12% chance to reduce all saves and defense by 25 ----- def ----- Armour +17 Hardiness +8% Resists +7% physical Mind.save -9 (-4 eff.) Unarmed combat: Power 28.5 - 31.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 5% Stone Touch 5 On Hit: 10% Reproach 5 Ruined Earth: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +13 Str +10 Dex +7 Cun +1 Con dps ---------- Phys.pwr +17 (+4 eff.) Acc +25 (+5 eff.) Melee Ret 2 light ----- def ----- Armour +3 Fatigue +5% Phys.save +14 (+3 eff.) ---------- misc Infravis +3 See.Invis +9 Cooldown Double Strike -1 Unarmed combat: Power 40.5 - 56.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +16 Apr +15 Crit +31.0% Atk.spd 83% On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Rare] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Armour +5 Defense +25 (+8 eff.) Fatigue +5% Resists +6% physical +18% fire +6% arcane +6% darkness Crit.dmg- 15.00% Max.HP +80.00 Pinning- +22% Teleport- +22% ---------- misc Light +3 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+8 eff.) Mind.pwr +15 (+5 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
![]() 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 (+5 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery 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. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex +0 Cun +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +6% mind Res.pen +20% light ----- def ----- Armour +3 Fatigue +3% Resists +12% darkness +3% light +7% nature Spell.save +6 (+3 eff.) Max.HP +50.00 Heal.mod +12% ---------- misc Psi/ret +0.08 Light +1 Infravis +3 Blind-Fight: No penalty when attacking invisible/stealthed A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +9 Str +3 Dex dps ---------- Apr +3 ----- def ----- Armour +3 Defense +30 (+10 eff.) Fatigue +3% Resists +15% temporal Spell.save +19 (+9 eff.) Stun/Frz- +21% ---------- misc Max.stam +31.18 A cap made of leather. |
![]() 1.0 T3 head armor [Unique] Psionic While equipped: dps ---------- All.spd -25% ----- def ----- Resists +30% mind +10% all Res.Cap +30% mind You are immune to mental status effects. Nothing will ever reach you again. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% acid +9% mind Res.pen +28% acid ----- def ----- Armour +5 Fatigue +5% Resists +12% lightning +15% temporal +24% fire +12% blight Heal.mod +22% Stun/Frz- +22% Teleport- +22% A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +5 Wil +5 Con dps ---------- Dmg.mod +12% light On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +4 Fatigue +4% Crit.dmg- 15.00% Phys.save +8 (+2 eff.) Mind.save +8 (+4 eff.) ---------- misc Infravis +3 Battle Cry: Puts all charms on 28 cooldown Level 3.5 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 6, lowering their Defense by 24 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. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +5 Wil dps ---------- Mind.crit +4% Spell.pwr +5 (+3 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +16% darkness +20% physical ----- def ----- Defense +34 (+11 eff.) Resists +18% physical +17% darkness +3% blight +12% cold +6% nature Shield.pwr +11% HP.reg +6.00 Teleport- +20% ---------- misc Max.hate +14.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Rare] Arcane While equipped: Stats +8 Mag dps ---------- Dmg.mod +18% blight ----- def ----- Defense +3 (+1 eff.) Resists +5% arcane +9% darkness Crit.dmg- 15.00% Spell.save +33 (+16 eff.) Heal.mod +20% Confus- +20% A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +0 Cun ----- def ----- Armour +7 Fatigue +4% Resists +16% cold ---------- misc Infravis +1 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego+] Arcane While equipped: Stats +6 Mag +4 Wil dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Nature/Psionic While equipped: Stats +5 Str +9 Wil +3 Cun dps ---------- Phys.pwr +10 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +11% physical Phys.save +10 (+2 eff.) A cap made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +6 Str +8 Mag +9 Wil dps ---------- Phys.crit +9.0% Spell.crit +9% Mind.crit +7% Phys.pwr +40 (+8 eff.) Spell.pwr +23 (+12 eff.) Mind.pwr +24 (+8 eff.) Melee Ret 8 lightning ----- def ----- Armour +21 Defense +5 (+1 eff.) Fatigue +2% Resists +34% lightning +28% temporal Phys.save +14 (+3 eff.) ---------- misc Stam/turn +2.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +2.0% Melee+ 20 acid 21 fire Dmg.mod +6% blight Melee Ret 15 acid 14 fire 10 physical On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Armour +25 Defense +5 (+1 eff.) Fatigue +3% Resists +20% acid +26% fire +20% light +15% darkness Phys.save +20 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +15% light +6% physical Res.pen +28% physical Acc +30 (+6 eff.) ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +21% light +30% fire Crit.dmg- 16.97% Disease- +23% Silence- +23% A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str dps ---------- Phys.crit +4.0% Res.pen +15% arcane +29% physical Melee Ret 11 arcane ----- def ----- Armour +30 Defense +30 (+10 eff.) Fatigue +12% Resists +6% physical Phys.save +9 (+2 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Mind.save +10 (+5 eff.) A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Master/Psionic While equipped: Stats +4 Str dps ---------- Crit.mult +10.00% Spell.pwr +5 (+3 eff.) Melee Ret 0 physical ----- def ----- Armour +11 Fatigue +22% Resists +12% physical +6% mind +12% darkness Phys.save +12 (+3 eff.) Spell.save +15 (+7 eff.) Mind.save +14 (+7 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 4.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 7 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+2 eff.) Fatigue +12% Phys.save +12 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +35 Defense +25 (+8 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+3 eff.) Spell.save +25 (+12 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
![]() 17.0 T5 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +6 Dex +6 Mag +12 Con dps ---------- Dmg.mod +18% mind ----- def ----- Armour +16 Fatigue +22% Resists +10% mind +12% nature Mind.save +21 (+11 eff.) ---------- misc Light +3 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +4 Dex +9 Wil +9 Cun +7 Con dps ---------- Dmg.mod +18% acid +12% physical ----- def ----- Armour +24 Fatigue +22% Resists +9% acid +3% physical Mind.save +24 (+12 eff.) Die.at -89.80 life A suit of armour made of metal plates. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-10 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+8 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 3.0 T5 digger tool [Rare] Arcane While equipped: Stats +3 Str +6 Mag dps ---------- Spell.crit +10% Dmg.mod +12% nature +24% light Melee Ret 10 light On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +12% fire +9% light +12% nature ---------- misc Max.mana +50.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +7 Str dps ---------- Apr +11 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 5.5 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 +106 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Wil dps ---------- Phys.crit +6.0% Crit.mult +19.00% Phys.pwr +9 (+2 eff.) Dmg.mod +18% fire Res.pen +15% fire +10% all Apr +15 ----- def ----- Resists +3% light Phys.save +10 (+2 eff.) Heal.mod +20% ---------- misc Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 118.72 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 118.72 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 118.72 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 118.72 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 T3 lite [Ego+] Master While equipped: dps ---------- Res.pen +8% all Apr +5 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego] Arcane/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +8% mind Melee Ret 10 fire ----- def ----- Resists +6% fire ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Melee Ret 23 fire ----- def ----- Resists +15% blight +7% fire +11% darkness ---------- misc Light +5 Infravis +3 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 37 blight damage or heals 51 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+2 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 45] amazing fiery salve [power 45]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 197% efficiency and 62% cooldown modifier. Remove 3 magical effects and grants a fiery aura (45% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 45] amazing frost salve [power 45]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 197% efficiency and 62% cooldown modifier. Remove 3 physical effects and grants a frost aura (45% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 645] amazing healing salve [power 645]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 197% efficiency and 62% cooldown modifier. Heal 645 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 565] amazing pain suppressor salve [power 565]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 197% efficiency and 62% cooldown modifier. Let you fight up to -565 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 45] amazing water salve [power 45]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 197% efficiency and 62% cooldown modifier. Remove 3 mental effects and grants a water aura (45% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 34] powerful frost salve [power 34]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 197% efficiency and 62% cooldown modifier. Remove 2 physical effects and grants a frost aura (34% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 466] powerful healing salve [power 466]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 197% efficiency and 62% cooldown modifier. Heal 466 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 403] powerful pain suppressor salve [power 403]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 197% efficiency and 62% cooldown modifier. Let you fight up to -403 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
![]() 1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+5 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +25 (+5 eff.) ---------- misc Light +7 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +100% ---------- misc Talents +5 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +7 Wil dps ---------- Dmg.mod +6% mind Res.pen +10% temporal ----- def ----- Mind.save +3 (+2 eff.) Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Psi/ret +0.08 Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 60% for 2 turns. 100% to increase the duration of 2 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +5 Wil +4 Mag dps ---------- Mind.crit +8% Mind.pwr +30 (+10 eff.) Dmg.mod +12% mind ----- def ----- Resists +9% blight ---------- misc Equi/ret +0.28 Infravis +3 Setup a psionic shield, reducing all damage taken by 133 for 5 turns Puts all charms on 25 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Cun +4 Str dps ---------- Crit.mult +10.00% Phys.pwr +20 (+4 eff.) ----- def ----- Defense +20 (+6 eff.) ---------- misc Infravis +2 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 388 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +12% lightning Res.pen +10% cold Phasing +30% ----- def ----- Resists +9% lightning Spell.save +9 (+4 eff.) Heal yourself and all friendly characters within 10 spaces for 428 Puts all charms on 15 cooldown 100% to reduce fatigue by 33% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. 100% to heal for 81. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Spell.crit +7% Crit.mult +26.15% Phys.pwr +25 (+5 eff.) Spell.pwr +39 (+18 eff.) S.pwr/crit +12 Dmg.mod +18% physical Apr +8 ----- def ----- Phys.save +15 (+3 eff.) Mind.save +15 (+8 eff.) ---------- misc Mana/turn +0.16 Hate/m.crit +4.00 Summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1340 Base Damage: 543 Armor: 45 All Resist: 50 Puts all charms on 25 cooldown 100% to increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 213 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: Stats +5 Wil dps ---------- S.pwr/crit +6 Dmg.mod +24% fire On Hit (Melee): * 22% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% fire +12% temporal Spell.save +15 (+7 eff.) ---------- misc Max.vim +50.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 150 lightning damage and will be dazed for 1 turn (750 total damage) Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Orc Insarog the Orc Sawbutcher level 15
27th Retaking 124th year of Ascendancy at 21:18 see stats
By Orc Insarog the Orc Sawbutcher level 14
25th Retaking 124th year of Ascendancy at 00:41 see stats
By Orc Insarog the Orc Sawbutcher level 50
8th Dearth 124th year of Ascendancy at 20:49 see stats
By Orc Insarog the Orc Sawbutcher level 50
39th Dearth 124th year of Ascendancy at 00:53 see stats
By Orc Insarog the Orc Sawbutcher level 50
28th Dearth 124th year of Ascendancy at 14:35 see stats
By Orc Insarog the Orc Sawbutcher level 50
23rd Loss 124th year of Ascendancy at 10:40 see stats
By Orc Insarog the Orc Sawbutcher level 50
14th Loss 124th year of Ascendancy at 06:51 see stats
By Orc Insarog the Orc Sawbutcher level 50
6th Dearth 124th year of Ascendancy at 15:15 see stats
By Orc Insarog the Orc Sawbutcher level 35
45th Revenge 124th year of Ascendancy at 21:45 see stats
By Orc Insarog the Orc Sawbutcher level 44
29th Pain 124th year of Ascendancy at 06:27 see stats
By Orc Insarog the Orc Sawbutcher level 39
13rd Pain 124th year of Ascendancy at 12:27 see stats
By Orc Insarog the Orc Sawbutcher level 50
42nd Loss 124th year of Ascendancy at 21:04 see stats
By Orc Insarog the Orc Sawbutcher level 10
15th Retaking 124th year of Ascendancy at 12:53 see stats
By Orc Insarog the Orc Sawbutcher level 20
40th Retaking 124th year of Ascendancy at 00:30 see stats
By Orc Insarog the Orc Sawbutcher level 30
23rd Revenge 124th year of Ascendancy at 08:09 see stats
By Orc Insarog the Orc Sawbutcher level 40
13rd Pain 124th year of Ascendancy at 19:32 see stats
By Orc Insarog the Orc Sawbutcher level 50
33rd Pain 124th year of Ascendancy at 10:47 see stats
By Orc Insarog the Orc Sawbutcher level 50
38th Loss 124th year of Ascendancy at 16:00 see stats
By Orc Insarog the Orc Sawbutcher level 50
4th Destruction 124th year of Ascendancy at 23:39 see stats
By Orc Insarog the Orc Sawbutcher level 50
33rd Pain 124th year of Ascendancy at 13:47 see stats
By Orc Insarog the Orc Sawbutcher level 50
7th Loss 124th year of Ascendancy at 02:28 see stats
By Orc Insarog the Orc Sawbutcher level 50
33rd Pain 124th year of Ascendancy at 13:47 see stats
By Orc Insarog the Orc Sawbutcher level 31
24th Revenge 124th year of Ascendancy at 02:17 see stats
By Orc Insarog the Orc Sawbutcher level 50
33rd Pain 124th year of Ascendancy at 13:42 see stats
By Orc Insarog the Orc Sawbutcher level 20
40th Retaking 124th year of Ascendancy at 19:32 see stats
By Orc Insarog the Orc Sawbutcher level 38
12nd Pain 124th year of Ascendancy at 15:11 see stats
By Orc Insarog the Orc Sawbutcher level 50
38th Loss 124th year of Ascendancy at 16:00 see stats
By Orc Insarog the Orc Sawbutcher level 50
8th Dearth 124th year of Ascendancy at 20:49 see stats
By Orc Insarog the Orc Sawbutcher level 38
12nd Pain 124th year of Ascendancy at 20:29 see stats
By Orc Insarog the Orc Sawbutcher level 50
5th Destruction 124th year of Ascendancy at 03:47 see stats
By Orc Insarog the Orc Sawbutcher level 24
11st Revenge 124th year of Ascendancy at 18:02 see stats
By Orc Insarog the Orc Sawbutcher level 41
15th Pain 124th year of Ascendancy at 14:32 see stats
By Orc Insarog the Orc Sawbutcher level 18
39th Retaking 124th year of Ascendancy at 04:14 see stats
By Orc Insarog the Orc Sawbutcher level 31
24th Revenge 124th year of Ascendancy at 02:17 see stats
Log
Resting starts...
Orc Insarog is no longer inspired.
Rested for 2 turns (stop reason: taken damage).
Something hits Orc Insarog for 179 physical damage.
Resting starts...
Rested for 1 turns (stop reason: detrimental status effect).
Orc Insarog's will is shattered.
One of the trees shakes for a moment and awakens!
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the west (treant)).
Orc Insarog no longer feels strong.
Talent Saw Wheels is ready to use.
Melee retaliation hits Treant for 12 acid, 34 healing, 7 arcane (19 total damage) [34 healing].
Orc Insarog performs a melee critical strike against Treant!
Treant is on fire!
Treant is crippled.
Tempest of Metal performs a melee critical strike against Treant!
Orc Insarog roars triumphantly.
Tempest of Metal performs a melee critical strike against Treant!
Orc Insarog performs a melee critical strike against Treant!
Tempest of Metal hits Treant for 289 physical damage.
Orc Insarog hits Treant for 851 physical, 78 fire (929 total damage).
Orc Insarog killed Treant!
Orc Insarog activates Saw Wheels.