

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Krog |
Class | Sawbutcher |
Level / Exp | 50 / 7106% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded 7 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 192 (base 60) |
Dexterity | 233 (base 63) |
Constitution | 229 (base 60) |
Magic | 120 (base 11) |
Willpower | 158 (base 20) |
Cunning | 248 (base 66) |
Resources
Life | 2023/2392 |
Equilibrium | 57 |
Steam | 80/80 |
Healing Factor | 1.9927107370351 |
Regeneration | 14.445918056582 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 19 |
Infravision | 7 |
See Stealth | 102.10106090363 |
See Invisible | 89.101060903625 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 245 |
Accuracy | 114 |
Crit Chance | 135% |
APR | 69 |
Speed | 1.00 |
Offense: Offhand
Damage | 128 |
Accuracy | 114 |
Crit Chance | 135% |
APR | 69 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32.5 |
Crit Chance | 80% |
Speed | 1 |
Offense: Mind
Mindpower | 89 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Nature | +48% |
Light | +43% |
Temporal | +41% |
Blight | +33% |
Physical | +89% |
Fire | +35% |
All | +23% |
Offense: Damage Penetration
Fire | +25% |
Temporal | +10% |
All | 0% |
Physical | +53% |
Mind | +25% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 81.08934837382 (81.151787968034%) |
Defense | 105 |
Ranged Defense | 105 |
Fatigue | 0 |
Physical Save | 81 |
Spell Save | 58 |
Mental Save | 83 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 30%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 70%( 70%) |
All | + 22%( 70%) |
Physical | + 42%( 70%) |
Lightning | + 45%( 70%) |
Light | + 38%( 70%) |
Temporal | + 29%( 70%) |
Mind | + 57%( 70%) |
Darkness | + 45%( 70%) |
Fire | + 42%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Stun Resistance | 100% |
Pinning Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Knockback Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 25.4 steam per turn. Can be activated for an instant burst of 127 steam. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 258% efficiency and cooldown mod of 54%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 272% efficiency and cooldown mod of 50%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.5 steam per turn. Can be activated for an instant burst of 78 steam. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: 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 56% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Butchery | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Wild-gift / Antimagic | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Grinding Shield |
talent | Overheat Saws |
talent | Melting Point |
talent | Mow Down |
talent | Elemental Harmony |
talent | Antimagic Shield |
beneficial effect | All stats increased by 96. Pain Enhancement System |
detrimental effect | Zone-wide effect: +10% blight damage, -10% blight resistance, -20% healing mod, -20% disease immunity. Miasma |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by giant eel. Escort: repented thief (level 3 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 100): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 101): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 102): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 215 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 104): Rush Hour (215)Turns left: 192 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 105): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 75): Mirror MatchYou completed the challenge and received: Random Artifact: Cracklewoe (6 def, 10 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 76): Near SightedYou completed the challenge and received: Random Artifact: Jetstinger (30-36 power, 6 apr, lightning element) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 79): Mirror MatchYou completed the challenge and received: Random Artifact: Chilllady (30-36 power, 6 apr, temporal element) | done |
Wake up and kill the dreaming horror boss 'Siloma the dreaming horror'. Infinite Dungeon Challenge (Level 80): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 84): Mirror MatchYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 85): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 86): Near SightedYou completed the challenge and received: +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 87): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 88): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 89): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 90): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 91): Mirror MatchYou completed the challenge and received: +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 92): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 152 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 93): Rush Hour (152)Turns left: 113 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 95): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 96): Mirror MatchYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 97): Near SightedYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 98): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 99): Near SightedYou completed the challenge and received: +1 Generic Point | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2371. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+0 eff.) Fatigue -10% Resists +5% physical Phys.save +15 (+3 eff.) Pinning- +125% Knockbk- +25% Teleport- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() 1.0 T5 lite [Rare] Psionic While equipped: Stats +13 Str dps ---------- Dmg.mod +20% light +18% temporal On Hit (Melee): * 25% chance to reduce armor by 28% ----- def ----- Defense +20 (+3 eff.) Resists +24% acid Crit.dmg- 18.49% Mind.save +15 (+3 eff.) Heal.mod +25% Knockbk- +25% ---------- misc Light +10 See.Stealth +35 See.Invis +22 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +65 (+10 eff.) Apr +15 ----- def ----- Defense +15 (+2 eff.) Blind- +100% ---------- misc Light +7 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Blind-Fight: No penalty when attacking invisible/stealthed This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 ---------- misc Light +1 Talents +5 Spring Grapple Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Str, 40% Cun, 40% Dex Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 232.47 arcane damage and stunned). Uses 83 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +20 Str +7 Dex +2 Wil dps ---------- Phys.pwr +8 (+1 eff.) Mov.spd +10% Apr +8 ----- def ----- Fatigue -9% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +15 Cun +8 Dex dps ---------- Melee+ 27 physical Ranged+ 24 physical Res.pen +5% mind Acc +12 (+2 eff.) On Hit (Melee): * 18% chance to reduce all saves and defense by 46 On Hit (Ranged): * 15% chance to reduce all saves and defense by 46 ----- def ----- Resists +5% arcane +6% temporal Phys.save +18 (+4 eff.) Mind.save +12 (+3 eff.) Die.at -20.00 life Max.HP +20.00 HP.reg +2.00 Confus- +44% ---------- misc Hate/m.crit +1.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +20 Cun +9 Dex dps ---------- Mind.crit +7% Phys.pwr +13 (+2 eff.) Spell.pwr +14 (+2 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +6% all Res.pen +5% mind +10% temporal Acc +12 (+2 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +20 (+3 eff.) Mind.save +9 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +29 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all ----- def ----- Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Master/Psionic/Steamtech Power 42.0 - 63.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +108 Melee+ +18 mind On Hit: * 10% chance to reduce strength, dexterity, and constitution by 18 * 17% chance to reduce all saves and defense by 46 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +1 Str +3 Wil +1 Cun dps ---------- Phys.crit +9.0% Crit.mult +10.00% Dmg.mod +9% physical Res.pen +5% mind Acc +6 (+1 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Armour +6 Defense +10 (+1 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! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex +2 Wil +4 Cun +3 Con dps ---------- Phys.crit +8.0% Mind.crit +5% Phys.pwr +7 (+1 eff.) Dmg.mod +17% physical Res.pen +10% mind +13% physical ----- def ----- Phys.save +11 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Hate/m.crit +3.00 Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Master/Psionic/Steamtech Power 47.5 - 71.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +94 On Crit.r2 +8 lightning On Hit: * 20 arcane resource burn * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+1 eff.) Fatigue +12% Resists +6% light +3% 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! |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Wil +8 Con dps ---------- Phys.pwr +41 (+7 eff.) Dmg.mod +18% physical Acc +15 (+3 eff.) Apr +4 On Hit (Melee): * 27% chance to reduce armor by 28% ----- def ----- Defense +23 (+4 eff.) Resists +20% mind +30% lightning 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 | ![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+2 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +50 Defense +15 (+2 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Crit.dmg- 35.00% Phys.save +15 (+3 eff.) Mind.save +25 (+5 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 13 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 23 Armour, 33 Defense and your attacks will gain 41% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
![]() 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 302% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 315% efficiency and cooldown mod of 52%. 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 286% efficiency and cooldown mod of 50%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 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 304% efficiency and cooldown mod of 56%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 28.8 steam per turn. Can be activated for an instant burst of 144 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 22.0 steam per turn. Can be activated for an instant burst of 110 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 21.0 steam per turn. Can be activated for an instant burst of 105 steam. Its effects scale with your Magic 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 26% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -1158 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1336 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 976% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [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 magical and physical effect and reduce all damage taken by 19% 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 [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 63% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 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 physical effect and reduce all damage taken by 58% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 61% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 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 42% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Master Quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Dex +3 Wil dps ---------- S.pwr/crit +6 Dmg.mod +9% physical Res.pen +15% temporal +20% physical Melee Ret 10 arcane ----- def ----- Armour +6 Defense +9 (+1 eff.) Res.Cap +5% all Phys.save +14 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.pwr +38 (+4 eff.) Dmg.mod +24% cold Res.pen +25% darkness +32% arcane On Hit (Melee): * 25% chance to reduce armor by 28% * 25% chance to reduce damage dealt by 37% ---------- misc Vim/s.crit +2.52 Max.mana +126.10 Masteries +0.40 Steamtech/Automated butchery +0.40 Wild-gift/Antimagic Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-1 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Dex +11 Wil dps ---------- Mind.pwr +13 (+2 eff.) Dmg.mod +3% cold Acc +10 (+2 eff.) ----- def ----- Armour +7 Defense +10 (+1 eff.) Resists +6% physical Res.Cap +5% all Phys.save +18 (+4 eff.) Mind.save +11 (+3 eff.) Die.at -20.00 life Confus- +19% ---------- misc Light +1 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +4 Dex +5 Con dps ---------- Phys.crit +5.0% Melee+ 12 light 15 darkness Dmg.mod +27% physical +21% cold +15% light +9% darkness Apr +11 On Melee Ret: * 14% chance to reduce damage dealt by 37% * 15% chance to blind ----- def ----- Armour +14 Resists +12% cold ---------- misc Stam/turn +3.95 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +24% acid ----- def ----- Resists +6% blight +12% temporal +15% darkness Max.HP +80.00 Stun/Frz- +20% ---------- misc Masteries +0.34 Steamtech/Physics Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +31% acid +27% mind Res.pen +26% blight +15% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 46 ---------- misc Masteries +0.34 Steamtech/Sawmaiming +0.34 Steamtech/Engineering Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +15 Str +9 Wil +9 Con dps ---------- Crit.mult +15.00% Phys.pwr +35 (+6 eff.) Dmg.mod +15% mind Res.pen +20% acid Acc +40 (+7 eff.) ----- def ----- Phys.save +12 (+3 eff.) ---------- misc Stam/turn +3.99 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +9 Mag dps ---------- Spell.crit +2% Dmg.mod +6% darkness Res.pen +25% light ----- def ----- Resists +35% light +25% darkness Blind- +46% ---------- misc Max.mana +40.00 Light +3 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +6% Spell.pwr +6 (+0 eff.) Dmg.mod +7% acid +15% temporal +8% fire +8% lightning +8% cold Res.pen +10% blight Melee Ret 10 acid ----- def ----- Resists +12% blight +9% cold Crit.dmg- 15.52% Max.HP +103.44 Blind- +21% Confus- +20% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Res.pen +20% blight +33% nature Phasing +39% Melee Ret 6 arcane 4 blight On Hit (Melee): * 26% chance to slow global speed by 75% * 26% chance to reduce damage dealt by 37% ----- def ----- Resists +21% nature ---------- misc Masteries +0.38 Steamtech/Automated butchery Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +8 Str +4 Dex +14 Con dps ---------- Phys.crit +4.0% Phys.pwr +13 (+2 eff.) Dmg.mod +6% light Res.pen +20% blight Melee Ret 6 temporal On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +12 Resists +6% blight Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +20.59% Dmg.mod +18% acid +24% mind Res.pen +26% arcane ----- def ----- Resists +36% acid Mind.save +12 (+3 eff.) ---------- misc Vim/s.crit +2.06 Max.hate +10.30 Max.vim +50.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +20% light ----- def ----- Armour +16 Resists +9% acid +15% cold +9% darkness Phys.save +16 (+3 eff.) Spell.save +16 (+4 eff.) Mind.save +16 (+4 eff.) Cut- +20% ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +8 Dex dps ---------- Phys.crit +7.0% Crit.mult +20.00% Phys.pwr +15 (+2 eff.) Dmg.mod +21% blight Res.pen +15% arcane +10% cold Acc +11 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Res.pen +5% mind Melee Ret 4 light ----- def ----- Resists +5% arcane Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 10% chance to reduce armor by 28% ----- def ----- Defense +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +9 Con dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +20% lightning +9% blight Res.pen +15% darkness +15% blight On Hit (Melee): * 20% chance to reduce damage dealt by 37% ----- def ----- Resists +40% lightning +9% darkness HP.reg +4.00 Stun/Frz- +42% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +4 Mag +5 Wil +6 Cun +3 Con dps ---------- Dmg.mod +13% lightning ----- def ----- Resists +26% lightning +9% acid Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Dex +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +20 (+3 eff.) Res.pen +20% light Apr +4 ----- def ----- Resists +6% cold Spell.save +14 (+4 eff.) Die.at -80.00 life ---------- misc Max.stam +18.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Mind.crit +2% Crit.mult +20.00% Dmg.mod +6% nature Melee Ret 10 mind ----- def ----- Phys.save +14 (+3 eff.) ---------- misc Psi/ret +0.20 Max.hate +10.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+9 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +15 Str +8 Mag +8 Wil dps ---------- Phys.crit +5.0% Crit.mult +10.00% Spell.pwr +15 (+2 eff.) Acc +23 (+4 eff.) Apr +17 ----- def ----- Armour +26 Defense +17 (+3 eff.) ---------- misc Max.stam +38.77 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Res.pen +15% mind ----- def ----- Resists +6% nature +15% temporal +12% mind +5% arcane Spell.save +18 (+5 eff.) Max.HP +38.00 Disarm- +33% Pinning- +38% Knockbk- +38% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +4% physical +5% arcane +15% light Spell.save +18 (+5 eff.) Die.at -60.00 life Max.HP +44.00 HP.reg +4.04 Disarm- +44% Pinning- +41% Knockbk- +42% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+4 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +14% lightning +12% temporal Res.pen +15% arcane Acc +11 (+2 eff.) Apr +9 ----- def ----- Defense +13 (+2 eff.) Resists +28% lightning +6% temporal +8% nature +11% blight Poison- +11% Disease- +19% Def/telep +15 Res/telep +15% Dur/telep +15% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 42 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +5 Dex +8 Mag +4 Cun dps ---------- Res.pen +25% darkness ----- def ----- Resists +20% darkness Phys.save +16 (+3 eff.) Spell.save +18 (+5 eff.) Mind.save +18 (+4 eff.) ---------- misc Light +3 Rings make your fingers look great! |
![]() 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] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +12% cold Res.pen +20% mind Melee Ret 2 lightning ----- def ----- Resists +3% lightning +3% mind Spell.save +10 (+3 eff.) ---------- misc Max.stam +11.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +8 Cun dps ---------- Mind.crit +2% Mind.pwr +25 (+5 eff.) Dmg.mod +6% lightning Res.pen +20% lightning +10% mind ----- def ----- Resists +10% blight +10% nature +15% lightning Poison- +22% Disease- +17% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Str +5 Mag +10 Con dps ---------- Phys.pwr +29 (+5 eff.) Spell.pwr +13 (+2 eff.) Mind.pwr +15 (+3 eff.) Res.pen +25% arcane +15% cold ----- def ----- Max.HP +100.00 HP.reg +20.00 Heal.mod +20% ---------- misc See.Invis +6 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 30.38 cold and 46.65 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Spell.crit +4% Dmg.mod +6% arcane +16% fire Melee Ret 10 arcane ----- def ----- Resists +32% fire Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.32 Max.mana +100.00 Rings make your fingers look great! |
![]() 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 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +10% lightning Res.pen +5% blight ----- def ----- Resists +20% lightning +6% blight HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Mag +2 Cun +6 Con dps ---------- Mind.crit +2% Dmg.mod +12% lightning ----- def ----- Resists +24% lightning ---------- misc Equi/ret +0.08 Infravis +2 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Str +2 Mag +3 Cun ----- def ----- Resists +12% lightning Crit.dmg- 15.00% HP.reg +6.00 Stun/Frz- +34% ---------- misc See.Invis +12 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.pwr +26 (+5 eff.) Dmg.mod +30% mind Melee Ret 8 acid ----- def ----- Resists +5% arcane +15% cold Spell.save +9 (+2 eff.) ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Con dps ---------- Acc +10 (+2 eff.) Apr +5 ----- def ----- Resists +6% physical Phys.save +14 (+3 eff.) Spell.save +14 (+4 eff.) Mind.save +12 (+3 eff.) Die.at -40.00 life ---------- misc Light +3 Infravis +2 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.pwr +11 (+2 eff.) Mov.spd +16% Acc +8 (+2 eff.) ----- def ----- Defense +10 (+1 eff.) Blinding Speed: Puts all charms on 34 cooldown Level 2.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Phys.crit +3.0% Dmg.mod +13% mind Res.pen +10% physical Apr +1 ----- def ----- Defense +20 (+3 eff.) Resists +25% mind Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Confus- +26% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Cun +10 Dex dps ---------- Crit.mult +24.82% Res.pen +15% fire Acc +15 (+3 eff.) ----- def ----- Defense +25 (+4 eff.) Resists +12% lightning +9% fire +21% darkness Crit.dmg- 18.61% Spell.save +22 (+6 eff.) ---------- misc Max.hate +6.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 30 physical Ranged+ 24 physical Dmg.mod +9% arcane +18% cold Res.pen +10% arcane Melee Ret 8 fire On Hit (Melee): * 17% chance to reduce all saves and defense by 46 On Hit (Ranged): * 19% chance to reduce all saves and defense by 46 ----- def ----- Resists +5% arcane +36% cold Mind.save +10 (+2 eff.) Confus- +39% ---------- misc Hate/m.crit +2.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +15 Str +5 Dex +3 Mag +2 Wil +7 Con dps ---------- Phys.pwr +13 (+2 eff.) Dmg.mod +19% cold +20% fire ----- def ----- Resists +38% cold +6% darkness +40% fire Rings make your fingers look great! |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 55.0 - 77.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +18 nature On Crit: * Wound the target dealing 344 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Con dps ---------- Phys.crit +15.0% Phys.pwr +15 (+2 eff.) Melee Ret 4 mind ----- def ----- Crit.dmg- 17.43% ---------- misc Max.psi +50.00 Infravis +3 Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Master Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +9 Dex dps ---------- Phys.crit +5.0% Phys.pwr +25 (+4 eff.) Res.pen +11% physical Acc +17 (+3 eff.) Apr +11 ----- def ----- Resists +5% arcane Cut- +20% Disarm- +20% Confus- +20% Knockbk- +20% Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Rare] Master Power 36.5 - 51.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Dmg.mod +12% fire +21% physical Apr +3 On Hit (Melee): * 25 arcane resource burn ----- def ----- Defense +35 (+6 eff.) Resists +18% fire Heal.mod +25% Teleport- +25% Blunt and deadly. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+6 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 166 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 3.0 T5 steamsaw 1H weapon [Rare] 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 +102 Melee+ +17 darkness Against +16% Living On Hit.r1 +20 cold Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +30% physical Apr +3 Melee Ret 6 physical ----- def ----- Armour +6 Defense +10 (+1 eff.) Fatigue +12% Resists +20% light ---------- 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/Psionic/Steamtech Power 52.0 - 78.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +111 On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +2 Cun dps ---------- Phys.crit +14.0% Mind.crit +2% Res.pen +10% mind Melee Ret 2 fire ----- def ----- Armour +6 Defense +10 (+1 eff.) Fatigue +12% ---------- misc Hate/m.crit +2.00 Max.psi +50.00 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +8.0% Atk.spd 100% Block +100 Melee+ +25 mind On Hit: * 27% chance to reduce all saves and defense by 46 Uses 1.0 Steam While equipped: Stats +6 Str +16 Wil +7 Cun dps ---------- Phys.crit +7.0% Phys.pwr +30 (+5 eff.) Dmg.mod +15% physical Res.pen +20% nature +31% physical ----- def ----- Armour +6 Defense +10 (+1 eff.) Fatigue +12% ---------- misc Light +4 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 +91 On Crit.r2 +8 fire Uses 1.0 Steam While equipped: Stats +7 Str dps ---------- Phys.crit +22.0% Crit.mult +51.00% Dmg.mod +15% darkness +13% physical Res.pen +15% fire Acc +12 (+2 eff.) Apr +26 Melee Ret 2 fire ----- def ----- Armour +6 Defense +10 (+1 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Master/Psionic/Steamtech Power 38.0 - 57.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +94 Phasing +20% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +9 Str +4 Con dps ---------- Phys.crit +14.0% Crit.mult +26.31% Dmg.mod +12% physical Acc +20 (+4 eff.) Melee Ret 2 arcane ----- def ----- Armour +6 Defense +25 (+4 eff.) Fatigue +12% Resists +5% arcane ---------- misc Stam/turn +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 T5 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 41.5 - 62.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +106 Melee+ +12 blight Uses 1.0 Steam While equipped: Stats +7 Con dps ---------- Spell.crit +1% Phys.pwr +15 (+2 eff.) S.pwr/crit +4 Dmg.mod +9% nature Res.pen +26% physical Acc +25 (+4 eff.) Apr +15 ----- def ----- Armour +6 Defense +10 (+1 eff.) Fatigue +12% Resists +30% cold Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) HP.reg +4.00 Disease- +26% Disarm- +35% ---------- misc Max.mana +60.00 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Rare] Master/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +7.0% Atk.spd 100% Block +101 Uses 1.0 Steam While equipped: Stats +6 Dex +1 Con dps ---------- Res.pen +15% arcane +20% physical Acc +8 (+2 eff.) ----- def ----- Armour +12 Defense +19 (+3 eff.) Fatigue +12% Resists +5% arcane Disarm- +26% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Rare] Arcane/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 +107 Melee+ +27 physical +12 mind +24 light On Crit: * Splash the target with acid dealing 93 damage over 5 turns and reducing armor and accuracy by 12 Uses 1.0 Steam While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +15% physical Res.pen +25% physical ----- def ----- Armour +6 Defense +10 (+1 eff.) Fatigue +12% Phys.save +15 (+3 eff.) Die.at -108.22 life ---------- misc Stam/turn +3.00 Infravis +4 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +97 Melee+ +18 nature +8 cold On Crit.r2 +28 acid +44 nature Uses 1.0 Steam While equipped: Stats +11 Str dps ---------- Dmg.mod +14% physical Res.pen +25% acid +21% nature Acc +21 (+4 eff.) Apr +15 ----- def ----- Armour +6 Defense +10 (+1 eff.) Fatigue +12% Resists +9% lightning +7% arcane +15% light +3% darkness Spell.save +12 (+3 eff.) ---------- 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] Nature/Master Power 38.5 - 53.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Phasing +33% On Crit.r2 +45 acid +38 nature While equipped: Stats +7 Con dps ---------- Phys.pwr +35 (+6 eff.) Res.pen +18% acid +15% physical +25% nature +15% all Acc +25 (+4 eff.) Apr +30 Melee Ret 2 nature ----- def ----- Defense +5 (+1 eff.) Disarm- +34% ---------- misc Stam/turn +1.00 Max.stam +33.41 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Master Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +12 mind While equipped: dps ---------- Crit.mult +20.00% Acc +10 (+2 eff.) ----- def ----- Defense +13 (+2 eff.) Resists +6% lightning +9% cold +15% light +6% darkness Crit.dmg- 15.00% Disarm- +44% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Master/Psionic Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +9.0% Atk.spd 100% On Crit.r2 +8 blight On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) While equipped: Stats +6 Con dps ---------- Phys.pwr +38 (+6 eff.) Res.pen +29% physical Acc +13 (+2 eff.) ----- def ----- Defense +14 (+2 eff.) Disarm- +64% ---------- misc Stam/turn +1.00 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +17 nature On Hit.r1 +8 blight While equipped: Stats +7 Str +13 Wil +11 Con dps ---------- Dmg.mod +13% physical Acc +21 (+4 eff.) ----- def ----- Resists +9% nature +6% fire +3% light +7% arcane Crit.dmg- 10.00% Spell.save +18 (+5 eff.) Max.HP +90.00 Disease- +15% Disarm- +20% Knockbk- +20% One-handed war axes. It was changed by the digestive sack. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Disrupt/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% Against +52% Unnatural On Crit.r2 +8 lightning On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +5 Cun +7 Wil dps ---------- Phys.crit +15.0% Crit.mult +35.00% Mind.pwr +15 (+3 eff.) Dmg.mod +9% lightning Res.pen +20% lightning Apr +15 ---------- misc Max.hate +4.00 Max.psi +50.00 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 39.0 - 54.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +16 darkness +8 lightning On Hit: * 20% chance to slow global speed by 75% While equipped: Stats +7 Dex +15 Wil +22 Con dps ---------- Phys.pwr +15 (+2 eff.) Phys.spd +10% Dmg.mod +9% lightning Res.pen +15% physical Acc +24 (+4 eff.) Melee Ret 8 lightning ----- def ----- Resists +3% acid +6% temporal +3% light Max.HP +110.00 Disarm- +33% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Psionic Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +11.0% Atk.spd 100% Phasing +41% Melee+ +25 mind On Hit: * 35% chance to reduce all saves and defense by 46 While equipped: Stats +7 Wil +14 Cun +6 Con dps ---------- Res.pen +20% physical Acc +25 (+4 eff.) ----- def ----- Resists +18% cold +18% mind +18% temporal Crit.dmg- 20.73% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Master Power 39.0 - 54.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 darkness On Crit: * Wound the target dealing 344 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +15 Cun +3 Mag dps ---------- Phys.crit +15.0% Phys.pwr +15 (+2 eff.) Res.pen +25% darkness ----- def ----- Resists +24% lightning One-handed war axes. |
![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +8 Cun ----- def ----- Resists +10% acid +9% temporal +10% fire +23% cold +8% lightning Mind.save +18 (+4 eff.) Max.HP +40.00 Confus- +20% ---------- misc Infravis +3 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +13 (+2 eff.) Dmg.mod +22% physical Res.pen +10% fire +10% physical ----- def ----- Defense +10 (+1 eff.) Resists +15% lightning +15% temporal +5% arcane +9% acid Phys.save +15 (+3 eff.) Spell.save +15 (+4 eff.) Disease- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Crit.mult +25.85% Dmg.mod +15% nature ----- def ----- Resists +13% fire +15% darkness +15% cold Mind.save +23 (+5 eff.) Confus- +26% ---------- misc Vim/s.crit +2.58 Max.mana +80.00 A belt that goes around your waist. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+3 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 25 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 45% chance to evade melee and ranged attacks and 88 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+3 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T5 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +11 (+2 eff.) Dmg.mod +15% lightning +18% light Res.pen +34% light On Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +40 (+6 eff.) Resists +21% lightning +7% arcane +21% darkness Crit.dmg- 20.18% Phys.save +13 (+3 eff.) ---------- misc Light +4 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +9 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 75% ----- def ----- Resists +24% fire Crit.dmg- 15.00% Max.HP +50.00 ---------- misc Infravis +3 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+1 eff.) Resists +15% mind +0% lightning Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 9 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 86 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 +5 Cun +7 Wil dps ---------- Mind.crit +7% Melee Ret 6 fire On Hit (Melee): * 10% chance to reduce damage dealt by 37% ----- def ----- Defense +3 (+0 eff.) Resists +17% blight +17% nature +20% darkness Mind.save +13 (+3 eff.) HP.reg +10.00 Heal.mod +12% 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 [Rare] Master While equipped: Stats +6 Dex +3 Wil +14 Cun dps ---------- Crit.mult +20.00% Dmg.mod +9% nature Res.pen +15% lightning Acc +9 (+2 eff.) Apr +7 ----- def ----- Defense +3 (+0 eff.) ---------- misc Equi/ret +0.24 Psi/ret +0.12 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] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+4 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+2 eff.) Resists +0% lightning +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Cun +3 Con dps ---------- Res.pen +10% light Acc +29 (+5 eff.) Melee Ret 6 nature 2 light ----- def ----- Defense +3 (+0 eff.) Fatigue -8% Resists +6% nature +0% lightning Max.HP +100.00 ---------- misc Max.stam +22.00 Light +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 T5 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Dmg.mod +9% mind Res.pen +25% fire Melee Ret 6 fire On Hit (Melee): * 27% chance to reduce damage dealt by 37% * 27% chance to reduce all saves and defense by 46 ----- def ----- Defense +3 (+0 eff.) Fatigue -4% Resists +15% darkness +20% mind +12% fire +7% arcane +9% light Spell.save +9 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+1 eff.) Phys.save +10 (+2 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
![]() 2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+2 eff.) ----- def ----- Defense +8 (+1 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+3 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +4 Cun +3 Con dps ---------- Dmg.mod +9% darkness ----- def ----- Defense +2 (+0 eff.) Resists +0% lightning Spell.save +8 (+2 eff.) Mind.save +18 (+4 eff.) ---------- misc Stam/turn +0.40 Equi/ret +0.12 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 42 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.crit +7% Res.pen +25% physical On Hit (Melee): * 20% chance to slow global speed by 75% ----- def ----- Armour +8 Defense +17 (+3 eff.) Resists +15% mind Poison- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +13 (+2 eff.) Res.pen +5% mind Acc +21 (+4 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -10% Resists +0% lightning Phys.save +11 (+2 eff.) Die.at -80.00 life Max.HP +103.00 ---------- misc Stam/turn +2.00 Max.stam +21.00 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 cloth armor [Random Unique] Nature/Master While equipped: Stats +1 Cun dps ---------- Phys.pwr +20 (+3 eff.) Dmg.mod +17% lightning +20% acid ----- def ----- Armour +20 Defense +19 (+3 eff.) Resists +25% lightning +30% acid +13% all Phys.save +21 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +9% blight +12% darkness +14% mind +11% all Phys.save +12 (+3 eff.) Spell.save +13 (+3 eff.) Mind.save +20 (+4 eff.) Max.HP +64.00 HP.reg +2.80 Heal.mod +18% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex ----- def ----- Armour +14 Fatigue -4% Phys.save +8 (+2 eff.) Blind- +20% Disease- +20% Stun/Frz- +20% ---------- misc Max.enc +35 See.Invis +18 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +9% Dmg.mod +15% mind +12% temporal Res.pen +30% cold ----- def ----- Armour +15 Fatigue -6% Resists +18% darkness +21% fire Crit.dmg- 20.29% Phys.save +7 (+2 eff.) Disease- +27% Pinning- +27% ---------- misc Max.enc +26 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +5% Melee Ret 10 acid ----- def ----- Armour +14 Resists +15% temporal Crit.dmg- 15.30% Heal.mod +15% Blind- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Dex dps ---------- Dmg.mod +27% physical Melee Ret 6 cold ----- def ----- Armour +11 Resists +12% acid +24% darkness +29% fire +6% arcane +10% cold A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +11 Str +5 Dex +4 Con dps ---------- Dmg.mod +9% lightning +9% physical ----- def ----- Armour +5 Resists +10% physical ---------- misc Stam/turn +3.49 Max.stam +20.00 Rush: Puts all charms on 21 cooldown Level 1.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 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 (+1 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +8 Dex +5 Cun +5 Con +14 Lck dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Res.pen +15% nature Apr +6 Melee Ret 2 darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce damage dealt by 37% ----- def ----- Armour +5 Resists +6% darkness Phys.save +14 (+3 eff.) Mind.save +25 (+5 eff.) Stealth +12 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +7 Dex +5 Cun +4 Con +12 Lck dps ---------- Phys.crit +6.0% Phys.pwr +5 (+1 eff.) Dmg.mod +9% mind +9% nature Apr +11 On Hit (Melee): * 10% chance to reduce all saves and defense by 46 ----- def ----- Armour +5 Resists +6% lightning +9% light +3% blight +3% cold +9% fire Phys.save +21 (+4 eff.) Mind.save +23 (+5 eff.) Stealth +14 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.pwr +20 (+3 eff.) Dmg.mod +12% physical Res.pen +10% physical ----- def ----- Armour +9 Phys.save +10 (+2 eff.) Spell.save +20 (+5 eff.) Mind.save +8 (+2 eff.) A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Str +6 Dex +10 Lck dps ---------- Phys.crit +2.0% Dmg.mod +15% darkness Res.pen +10% physical Apr +6 ----- def ----- Armour +3 Stealth +10 Silence- +20% Confus- +20% Teleport- +20% A pair of boots made of leather. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Spell.pwr +10 (+1 eff.) Melee+ 12 lightning 13 fire Dmg.mod +9% lightning +9% fire +3% blight Acc +25 (+4 eff.) ----- def ----- Armour +3 Resists +9% lightning +8% fire +9% light +3% darkness HP.reg +4.18 Cut- +20% Stun/Frz- +10% Unarmed combat: Power 27.0 - 29.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +13 Apr +5 Crit +13.0% Atk.spd 100% On Crit.r2 +14 lightning +14 fire On Hit: 10% Lightning Breath 5 On Hit: 10% Fire Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +12 Mag +6 Con dps ---------- Mind.pwr +8 (+1 eff.) Melee+ 25 mind 28 darkness Dmg.mod +12% lightning +18% blight On Hit (Melee): * 19% chance to reduce all saves and defense by 46 ----- def ----- Armour +2 Fatigue +3% Resists +18% blight Crit.dmg- 20.00% Mind.save -9 (-1 eff.) ---------- misc Light +4 Infravis +3 See.Invis +27 Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Reproach 3 Ruined Earth: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +8 Dex +10 Wil +9 Con dps ---------- Phys.crit +8.0% Res.pen +35% physical Melee Ret 14 fire ----- def ----- Armour +3 Fatigue +5% Resists +9% physical Disarm- +50% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 27.0 - 37.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Disarm 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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% Dex, 40% Str, 40% Cun 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] Master While equipped: Stats +6 Str +4 Dex dps ---------- Phys.crit +5.0% Dmg.mod +15% light Res.pen +25% physical Acc +34 (+6 eff.) ----- def ----- Armour +2 Defense +15 (+2 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +4.00 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +3 Crit +11.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +18% light +6% lightning Phys.save +27 (+6 eff.) Mind.save +9 (+2 eff.) Disarm- +43% Confus- +20% Knockbk- +20% Teleport- +20% ---------- misc Light +2 Unarmed combat: Power 33.0 - 46.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +11 Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Perfect Control 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +11 Dex +2 Cun +17 Lck dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +8% Dmg.mod +6% blight Res.pen +15% blight ----- def ----- Armour +5 Fatigue +5% Crit.dmg- 15.00% ---------- misc Stam/ret +3.00 Equi/ret +3.00 A hat made of leather. Very stylish. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Str +19 Wil +3 Cun dps ---------- Phys.pwr +12 (+2 eff.) Dmg.mod +9% physical ----- def ----- Armour +7 Fatigue +5% Resists +13% lightning +14% physical +11% blight +14% temporal Phys.save +15 (+3 eff.) Mind.save +15 (+3 eff.) ---------- misc Psi/ret +0.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+4 eff.) Apr +15 ----- def ----- Defense +10 (+1 eff.) Resists +0% mind +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
![]() 2.0 T5 head armor [Rare] Master While equipped: dps ---------- Res.pen +25% fire ----- def ----- Armour +14 Defense +7 (+1 eff.) Fatigue +5% Resists +9% temporal +7% all Crit.dmg- 15.00% Phys.save +15 (+3 eff.) Die.at -80.00 life Disease- +20% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Rare] Arcane While equipped: Stats +6 Dex +10 Mag +7 Con dps ---------- Phys.pwr +25 (+4 eff.) Dmg.mod +20% arcane +12% physical Res.pen +26% physical Acc +25 (+4 eff.) ----- def ----- Defense +3 (+0 eff.) Resists +15% lightning +3% physical ---------- misc Stam/turn +3.13 Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 38 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 294.54 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% cold +15% fire +15% lightning Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +5 Str +5 Con dps ---------- S.pwr/crit +6 Melee Ret 2 arcane ----- def ----- Armour +12 Defense +7 (+1 eff.) Fatigue +5% Resists +14% cold +14% fire +6% nature +6% all Phys.save +24 (+5 eff.) Mind.save +29 (+6 eff.) ---------- misc Equi/ret +0.08 Psi/ret +0.04 Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +14 Dex +9 Cun +2 Con dps ---------- Phys.pwr +15 (+2 eff.) Dmg.mod +12% physical Acc +12 (+2 eff.) On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Defense +9 (+1 eff.) Fatigue +5% Phys.save +9 (+2 eff.) Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2229.4 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +12 Str +8 Mag +4 Wil +17 Cun dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +39% fire ----- def ----- Armour +3 Fatigue +3% Mind.save +12 (+3 eff.) ---------- misc Light +4 A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +2 Str +6 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +8 (+1 eff.) Dmg.mod +19% physical +15% darkness +19% fire ----- def ----- Defense +3 (+0 eff.) Resists +18% physical +15% darkness +28% fire Mind.save +11 (+3 eff.) Die.at -40.00 life ---------- misc Max.hate +12.00 Infravis +2 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +3 Str +8 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +25% cold +7% arcane +13% fire +25% mind +33% lightning Mind.save +30 (+6 eff.) Confus- +50% ---------- misc Infravis +2 Breathe water A hat made of leather. Very stylish. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Dex +4 Mag +4 Cun +5 Con ----- def ----- Armour +4 Fatigue +4% Resists +12% acid +12% cold +9% nature ---------- misc Light +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+0 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+3 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+2 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +16 Cun +7 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +22% cold On Hit (Melee): * 20% chance to slow global speed by 75% ----- def ----- Defense +3 (+0 eff.) Resists +9% darkness +34% cold +12% fire +5% arcane +3% light Mind.save +15 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +9 Str +9 Dex +5 Wil +8 Cun dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Armour +13 Defense +8 (+1 eff.) Fatigue +5% Resists +3% acid +12% lightning +3% blight +7% all Crit.dmg- 10.00% Phys.save +13 (+3 eff.) Spell.save +6 (+2 eff.) ---------- misc Light +4 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2229.4 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+4 eff.) ----- def ----- Defense +10 (+1 eff.) Blind- +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 25 power out of 30/30 How do these even work? |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Str dps ---------- Dmg.mod +9% fire ----- def ----- Armour +5 Fatigue +5% Resists +13% lightning +12% temporal +6% light +3% mind +6% darkness Phys.save +25 (+5 eff.) Die.at -60.00 life Cut- +10% Knockbk- +20% A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +3 Cun +9 Str dps ---------- Mind.crit +5% Mind.pwr +4 (+1 eff.) Res.pen +25% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Defense +2 (+0 eff.) Crit.dmg- 15.00% ---------- misc Psi/turn +0.22 Light +3 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +4 Dex +5 Cun +5 Con dps ---------- Crit.mult +15.00% Dmg.mod +6% mind Res.pen +10% mind Apr +5 ----- def ----- Armour +5 Fatigue +5% Resists +22% mind +3% light Phys.save +15 (+3 eff.) Mind.save +38 (+8 eff.) Confus- +31% ---------- misc Equi/ret +0.12 Light +3 Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +16 Mag dps ---------- Phys.crit +10.8% Spell.crit +3% Phys.pwr +41 (+7 eff.) S.pwr/crit +8 Res.pen +34% acid Phasing +41% Melee Ret 14 acid ----- def ----- Armour +5 Fatigue +5% Resists +13% fire +15% cold A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +6 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% mind +6% fire Spell.save +12 (+3 eff.) Max.HP +100.00 Confus- +20% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2229.4 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +9 Str +5 Wil +11 Con dps ---------- Phys.pwr +9 (+1 eff.) Melee Ret 4 darkness ----- def ----- Armour +7 Fatigue +5% Resists +6% acid +12% physical +6% temporal Phys.save +22 (+5 eff.) Mind.save +11 (+3 eff.) Cut- +10% Pinning- +20% Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+1 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: ----- def ----- Armour +40 Defense +5 (+1 eff.) Fatigue +2% Resists +15% acid +6% light +12% lightning +24% cold +6% arcane +15% nature Phys.save +15 (+3 eff.) Spell.save +3 (+1 eff.) ---------- misc Breathe water A suit of armour made of mail. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+3 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+8 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +9 Wil ----- def ----- Armour +30 Defense +15 (+2 eff.) Fatigue +26% Resists +25% acid +25% darkness +25% blight +25% fire +10% arcane Phys.save +15 (+3 eff.) Spell.save +25 (+6 eff.) Mind.save +25 (+5 eff.) Stun/Frz- +30% Knockbk- +30% ---------- misc Max.stam +60.00 Light +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+9 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 21 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Mag +2 Wil +3 Cun +9 Con ----- def ----- Armour +16 Fatigue +22% Resists +21% lightning +15% cold Max.HP +92.00 HP.reg +5.00 Heal.mod +13% A suit of armour made of metal plates. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +3 Str dps ---------- Mind.pwr +30 (+6 eff.) Dmg.mod +9% acid Res.pen +25% acid ----- def ----- Armour +19 Defense +30 (+5 eff.) Fatigue +22% Resists +7% acid +7% physical +7% fire +7% lightning +7% cold Disarm- +24% Stun/Frz- +23% Knockbk- +24% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +5 Str ----- def ----- Armour +46 Fatigue +22% Resists +6% lightning Mind.save +12 (+3 eff.) Poison- +21% Disease- +21% Confus- +21% A suit of armour made of metal plates. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 83 power out of 100/100 The very essence of bearness! |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +17 Str +10 Wil +6 Cun +4 Con dps ---------- Phys.crit +12.0% Mind.crit +13% Acc +10 (+2 eff.) Melee Ret 14 acid 8 arcane On Hit (Melee): * 28% chance to reduce armor by 28% ----- def ----- Resists +12% acid ---------- misc Light +1 Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +23 Str +19 Wil +6 Cun dps ---------- Phys.crit +27.0% Mind.crit +25% Dmg.mod +12% arcane Res.pen +25% arcane +15% temporal Acc +8 (+2 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 67 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Rare] Psionic While equipped: Stats +4 Str +10 Mag dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 * 20% chance to reduce all saves and defense by 46 ----- def ----- Resists +12% mind Crit.dmg- 15.00% Mind.save +13 (+3 eff.) ---------- misc Light +5 See.Stealth +24 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +20 Wil dps ---------- Phys.crit +12.0% Crit.mult +40.00% Phys.pwr +20 (+3 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +15% mind Melee Ret 8 light ----- def ----- Resists +6% mind ---------- misc Hate/m.crit +2.00 Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Rare] Master While equipped: dps ---------- Dmg.mod +18% light Res.pen +25% cold +25% light +20% nature ----- def ----- Resists +18% lightning Blind- +50% Confus- +24% ---------- misc Light +10 See.Stealth +19 See.Invis +21 Track: Puts all charms on 34 cooldown Level 4.8 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 49 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% darkness Res.pen +32% arcane On Hit (Melee): * 25% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Resists +21% acid +15% fire +10% light Crit.dmg- 19.03% Affinity +5% darkness Mind.save +18 (+4 eff.) HP.reg +5.08 Blind- +25% Stun/Frz- +25% ---------- misc Light +4 Infravis +4 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 124.74 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(188 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T5 lite [Rare] Master While equipped: dps ---------- Phys.pwr +35 (+6 eff.) Dmg.mod +15% physical Res.pen +25% arcane Melee Ret 12 darkness ----- def ----- Defense +37 (+6 eff.) Resists +12% darkness Die.at -98.63 life ---------- misc Max.stam +36.99 Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Random Unique] Arcane/Nature While equipped: Stats +6 Con dps ---------- Spell.pwr +20 (+2 eff.) Dmg.mod +15% darkness Res.pen +20% acid ----- def ----- Resists +15% blight +3% mind +13% light +6% acid Affinity +5% darkness Max.HP +80.00 HP.reg +16.00 ---------- misc Mana/turn +0.16 Vim/s.crit +2.52 Light +5 Infravis +5 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 124.74 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 21 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 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 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 170% of the healing done. This effect scales with your Magic stat.. Uses 63 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1006.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 21 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 68] amazing fiery salve [power 68]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 272% efficiency and 50% cooldown modifier. Remove 3 magical effects and grants a fiery aura (68% fire, light and lightning affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 68] amazing frost salve [power 68]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 272% efficiency and 50% cooldown modifier. Remove 3 physical effects and grants a frost aura (68% cold, darkness and nature affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 986] amazing healing salve [power 986]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 272% efficiency and 50% cooldown modifier. Heal 986 Puts Talent Medical Injector on 13 cooldown Medical salve. |
amazing pain suppressor salve [power 862] amazing pain suppressor salve [power 862]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 272% efficiency and 50% cooldown modifier. Let you fight up to -862 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 274] amazing unstoppable force salve [power 274]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 272% efficiency and 50% cooldown modifier. Increases all saves by 274 and healing factor by half Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing water salve [power 68] amazing water salve [power 68]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 272% efficiency and 50% cooldown modifier. Remove 3 mental effects and grants a water aura (68% blight, mind and acid affinity). Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Brain Cap Brain Cap0.0 T4 steamtech tinker [Unique] Steamtech Attachable to head When attached: ----- def ----- Resists +35% mind Mind.save +20 (+4 eff.) ---------- misc Talents +4 Arcane Disruption Wave Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Unique] Steamtech Attachable to head When attached: ----- def ----- Resists +35% mind Mind.save +20 (+4 eff.) ---------- misc Talents +4 Mind Crush 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: ----- def ----- Stealth +10 ---------- misc Talents +5 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +25% darkness ---------- misc Light -5 Infravis +10 See.Invis +10 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: ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +25% nature +25% cold Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con 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 head When attached: Stats +10 Cun ----- def ----- Mind.save +15 (+3 eff.) 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 When attached: Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +35% Undead +35% Demon +35% Horror 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 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +5 Str +14 Dex dps ---------- Phys.pwr +35 (+6 eff.) Dmg.mod +12% cold +12% physical Apr +7 ----- def ----- Resists +18% cold ---------- misc Stam/turn +3.75 Blast the opponent's mind dealing 547 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +13 Dex dps ---------- Dmg.mod +18% cold Res.pen +20% physical Acc +30 (+5 eff.) Apr +6 ----- def ----- Defense +20 (+3 eff.) Resists +9% temporal ---------- misc Stam/turn +3.88 Setup a psionic shield, reducing all damage taken by 173 for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +4 Str +8 Dex +6 Mag +4 Con dps ---------- Dmg.mod +12% temporal Res.pen +25% temporal On Hit (Melee): * 25% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% arcane Crit.dmg- 18.49% Heal yourself and all friendly characters within 10 spaces for 404 Puts all charms on 13 cooldown 100% to increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 21 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +30% mind ----- def ----- Defense +40 (+6 eff.) Resists +18% lightning +12% light +27% blight +15% cold +20% mind Crit.dmg- 19.96% HP.reg +5.32 Stun/Frz- +27% Sting an enemy dealing 669 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 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. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By K Street Butcher the Krog Sawbutcher level 50
5th Pyre 124th year of Ascendancy at 05:48 see stats
By K Street Butcher the Krog Sawbutcher level 39
71st Regrowth 123rd year of Ascendancy at 11:50 see stats
By K Street Butcher the Krog Sawbutcher level 23
24th Haze 122nd year of Ascendancy at 01:24 see stats
By K Street Butcher the Krog Sawbutcher level 39
69th Regrowth 123rd year of Ascendancy at 19:42 see stats
By K Street Butcher the Krog Sawbutcher level 18
56th Dusk 122nd year of Ascendancy at 21:27 see stats
By K Street Butcher the Krog Sawbutcher level 43
9th Pyre 123rd year of Ascendancy at 12:50 see stats
By K Street Butcher the Krog Sawbutcher level 44
15th Pyre 123rd year of Ascendancy at 04:51 see stats
By K Street Butcher the Krog Sawbutcher level 50
39th Haze 123rd year of Ascendancy at 22:51 see stats
By K Street Butcher the Krog Sawbutcher level 50
48th Dusk 123rd year of Ascendancy at 13:43 see stats
By K Street Butcher the Krog Sawbutcher level 50
42nd Regrowth 124th year of Ascendancy at 00:41 see stats
By K Street Butcher the Krog Sawbutcher level 42
7th Pyre 123rd year of Ascendancy at 04:52 see stats
By K Street Butcher the Krog Sawbutcher level 50
3rd Summertide 123rd year of Ascendancy at 16:19 see stats
By K Street Butcher the Krog Sawbutcher level 50
5th Dusk 123rd year of Ascendancy at 13:19 see stats
By K Street Butcher the Krog Sawbutcher level 50
72nd Haze 123rd year of Ascendancy at 23:48 see stats
By K Street Butcher the Krog Sawbutcher level 10
2nd Dusk 122nd year of Ascendancy at 07:27 see stats
By K Street Butcher the Krog Sawbutcher level 50
2nd Wintertide 124th year of Ascendancy at 19:20 see stats
By K Street Butcher the Krog Sawbutcher level 40
4th Pyre 123rd year of Ascendancy at 03:42 see stats
By K Street Butcher the Krog Sawbutcher level 50
42nd Regrowth 124th year of Ascendancy at 23:19 see stats
By K Street Butcher the Krog Sawbutcher level 32
80th Haze 122nd year of Ascendancy at 04:33 see stats
By K Street Butcher the Krog Sawbutcher level 31
71st Haze 122nd year of Ascendancy at 03:58 see stats
By K Street Butcher the Krog Sawbutcher level 50
62nd Regrowth 124th year of Ascendancy at 15:14 see stats
By K Street Butcher the Krog Sawbutcher level 50
30th Regrowth 124th year of Ascendancy at 14:44 see stats
By K Street Butcher the Krog Sawbutcher level 50
68th Regrowth 124th year of Ascendancy at 07:27 see stats
By K Street Butcher the Krog Sawbutcher level 23
33rd Haze 122nd year of Ascendancy at 06:56 see stats
By K Street Butcher the Krog Sawbutcher level 30
66th Haze 122nd year of Ascendancy at 15:23 see stats
By K Street Butcher the Krog Sawbutcher level 25
43rd Haze 122nd year of Ascendancy at 22:06 see stats
By K Street Butcher the Krog Sawbutcher level 50
20th Regrowth 124th year of Ascendancy at 08:35 see stats
By K Street Butcher the Krog Sawbutcher level 50
2nd Wintertide 124th year of Ascendancy at 14:48 see stats
By K Street Butcher the Krog Sawbutcher level 50
40th Regrowth 124th year of Ascendancy at 14:45 see stats
By K Street Butcher the Krog Sawbutcher level 23
24th Haze 122nd year of Ascendancy at 00:46 see stats
By K Street Butcher the Krog Sawbutcher level 45
15th Pyre 123rd year of Ascendancy at 13:11 see stats
By K Street Butcher the Krog Sawbutcher level 50
6th Pyre 124th year of Ascendancy at 11:05 see stats
By K Street Butcher the Krog Sawbutcher level 50
76th Regrowth 124th year of Ascendancy at 16:31 see stats
By K Street Butcher the Krog Sawbutcher level 50
1st Pyre 124th year of Ascendancy at 15:43 see stats
By K Street Butcher the Krog Sawbutcher level 50
39th Regrowth 124th year of Ascendancy at 16:15 see stats
By K Street Butcher the Krog Sawbutcher level 32
80th Haze 122nd year of Ascendancy at 04:33 see stats
By K Street Butcher the Krog Sawbutcher level 10
2nd Mirth 122nd year of Ascendancy at 14:55 see stats
By K Street Butcher the Krog Sawbutcher level 20
20th Haze 122nd year of Ascendancy at 00:45 see stats
By K Street Butcher the Krog Sawbutcher level 30
63rd Haze 122nd year of Ascendancy at 03:19 see stats
By K Street Butcher the Krog Sawbutcher level 40
3rd Pyre 123rd year of Ascendancy at 01:21 see stats
By K Street Butcher the Krog Sawbutcher level 50
10th Mirth 123rd year of Ascendancy at 10:37 see stats
By K Street Butcher the Krog Sawbutcher level 32
1st Regrowth 123rd year of Ascendancy at 02:17 see stats
By K Street Butcher the Krog Sawbutcher level 23
24th Haze 122nd year of Ascendancy at 01:24 see stats
By K Street Butcher the Krog Sawbutcher level 50
19th Regrowth 124th year of Ascendancy at 11:13 see stats
By K Street Butcher the Krog Sawbutcher level 50
42nd Regrowth 124th year of Ascendancy at 06:44 see stats
By K Street Butcher the Krog Sawbutcher level 19
9th Haze 122nd year of Ascendancy at 15:04 see stats
By K Street Butcher the Krog Sawbutcher level 50
64th Dusk 123rd year of Ascendancy at 04:52 see stats
By K Street Butcher the Krog Sawbutcher level 50
42nd Regrowth 124th year of Ascendancy at 06:20 see stats
By K Street Butcher the Krog Sawbutcher level 28
54th Haze 122nd year of Ascendancy at 16:13 see stats
By K Street Butcher the Krog Sawbutcher level 50
62nd Regrowth 124th year of Ascendancy at 13:24 see stats
By K Street Butcher the Krog Sawbutcher level 50
9th Flare 123rd year of Ascendancy at 06:18 see stats
By K Street Butcher the Krog Sawbutcher level 49
5th Mirth 123rd year of Ascendancy at 02:22 see stats
By K Street Butcher the Krog Sawbutcher level 25
44th Haze 122nd year of Ascendancy at 06:14 see stats
By K Street Butcher the Krog Sawbutcher level 41
4th Pyre 123rd year of Ascendancy at 07:48 see stats
By K Street Butcher the Krog Sawbutcher level 50
30th Regrowth 124th year of Ascendancy at 14:42 see stats
By K Street Butcher the Krog Sawbutcher level 23
24th Haze 122nd year of Ascendancy at 01:24 see stats
By K Street Butcher the Krog Sawbutcher level 7
1st Mirth 122nd year of Ascendancy at 04:06 see stats
By K Street Butcher the Krog Sawbutcher level 10
3rd Mirth 122nd year of Ascendancy at 11:58 see stats
By K Street Butcher the Krog Sawbutcher level 23
24th Haze 122nd year of Ascendancy at 01:24 see stats
By K Street Butcher the Krog Sawbutcher level 32
5th Decay 122nd year of Ascendancy at 12:13 see stats
By K Street Butcher the Krog Sawbutcher level 50
30th Regrowth 124th year of Ascendancy at 14:44 see stats
By K Street Butcher the Krog Sawbutcher level 50
10th Mirth 123rd year of Ascendancy at 16:32 see stats
By K Street Butcher the Krog Sawbutcher level 46
32nd Pyre 123rd year of Ascendancy at 19:14 see stats
By K Street Butcher the Krog Sawbutcher level 32
5th Decay 122nd year of Ascendancy at 08:56 see stats
By K Street Butcher the Krog Sawbutcher level 23
32nd Haze 122nd year of Ascendancy at 13:13 see stats
By K Street Butcher the Krog Sawbutcher level 18
51st Dusk 122nd year of Ascendancy at 18:06 see stats
By K Street Butcher the Krog Sawbutcher level 37
69th Regrowth 123rd year of Ascendancy at 05:18 see stats
By K Street Butcher the Krog Sawbutcher level 50
41st Regrowth 124th year of Ascendancy at 04:09 see stats
Log
Xekira the radiant horror casts Healing Light.
Xekira the radiant horror receives 612 healing.
Resting starts...
Xekira the radiant horror casts Barrier.
Xekira the radiant horror's spell attains critical power!
A shield forms around Xekira the radiant horror.
Talent Saw Wheels is ready to use.
K Street Butcher activates Saw Wheels.
Talent Track is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).
K Street Butcher revels in the pain.
K Street Butcher performs a melee critical strike against Bone giant!
Bone giant's armor corrodes!
Bone giant is on fire!
Bone giant is crippled.
Tempest of Metal performs a melee critical strike against Bone giant!
Bone giant's is vulnerable to attacks and effects!
Tempest of Metal performs a melee critical strike against Bone giant!
K Street Butcher performs a melee critical strike against Bone giant!
K Street Butcher deactivates Saw Wheels.
K Street Butcher performs a melee critical strike against Bone giant!
You collect a new ingredient: pouch of bone giant dust (1).
Quest 'Infinite Dungeon Challenge (Level 105): Pacifist' is failed! (Press 'j' to see the quest log)
K Street Butcher performs a melee critical strike against Bone giant!
K Street Butcher hits Bone giant for 679 physical, 22 mind, 46 physical, 67 cold, 95 fire, 506 physical, 0 arcane, 46 physical, 67 cold, 95 fire, 10 lightning, 2439 physical (4073 total damage).
Tempest of Metal hits Bone giant for 245 physical, 22 mind, 46 physical, 67 cold, 95 fire, 136 physical, 0 arcane, 46 physical, 67 cold, 95 fire, 10 lightning (830 total damage).
Tempest of Metal killed Bone giant!