














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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. 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:
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.
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 1.7.4This 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Normal Exploration |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 50 / 696% |
Size | huge |
Lifes / Deaths | Killed by sun-mage recruit at level 10 on the 37th Retaking 124th year of Ascendancy at 03:05 / 93Killed by sun-mage at level 10 on the 37th Retaking 124th year of Ascendancy at 03:46 Killed by sun-mage at level 10 on the 37th Retaking 124th year of Ascendancy at 19:11 Killed by Mayiwen the giant alligator at level 15 on the 2nd Revenge 124th year of Ascendancy at 03:51 Killed by troll aquamancer at level 17 on the 13rd Revenge 124th year of Ascendancy at 07:56 Killed by faerlhing at level 18 on the 13rd Revenge 124th year of Ascendancy at 09:26 Killed by multi-hued drake at level 18 on the 13rd Revenge 124th year of Ascendancy at 14:14 Killed by orc grand master assassin at level 18 on the 13rd Revenge 124th year of Ascendancy at 20:39 Killed by storm drake at level 19 on the 13rd Revenge 124th year of Ascendancy at 22:58 Killed by orc necromancer at level 19 on the 14th Revenge 124th year of Ascendancy at 00:00 Killed by luminous horror at level 20 on the 16th Revenge 124th year of Ascendancy at 15:05 Killed by luminous horror at level 20 on the 16th Revenge 124th year of Ascendancy at 16:40 Killed by ravaging entropic rip at level 20 on the 16th Revenge 124th year of Ascendancy at 17:56 Killed by ritch larva at level 21 on the 17th Revenge 124th year of Ascendancy at 20:02 Killed by ritch hive mother at level 21 on the 17th Revenge 124th year of Ascendancy at 21:45 Killed by ritch hive mother at level 21 on the 17th Revenge 124th year of Ascendancy at 23:33 Killed by fire wyrm at level 22 on the 18th Revenge 124th year of Ascendancy at 09:26 Killed by netherworm mass at level 22 on the 22nd Revenge 124th year of Ascendancy at 19:09 Killed by Grgglck the Devouring Darkness at level 22 on the 22nd Revenge 124th year of Ascendancy at 20:39 Killed by dreaming horror at level 22 on the 22nd Revenge 124th year of Ascendancy at 22:46 Killed by netherworm mass at level 22 on the 23rd Revenge 124th year of Ascendancy at 00:16 Killed by luminous horror at level 22 on the 23rd Revenge 124th year of Ascendancy at 02:23 Killed by Grgglck's Tentacle at level 22 on the 23rd Revenge 124th year of Ascendancy at 03:56 Killed by netherworm mass at level 22 on the 23rd Revenge 124th year of Ascendancy at 04:40 Killed by netherworm mass at level 22 on the 23rd Revenge 124th year of Ascendancy at 06:17 Killed by Grgglck's Tentacle at level 22 on the 23rd Revenge 124th year of Ascendancy at 07:46 Killed by netherworm mass at level 22 on the 23rd Revenge 124th year of Ascendancy at 09:03 Killed by Grgglck the Devouring Darkness at level 22 on the 23rd Revenge 124th year of Ascendancy at 10:38 Killed by storm drake at level 23 on the 28th Revenge 124th year of Ascendancy at 17:25 Killed by storm drake at level 24 on the 29th Revenge 124th year of Ascendancy at 16:44 Killed by ritch flamespitter at level 24 on the 30th Revenge 124th year of Ascendancy at 06:06 Killed by corrupted acidic digestor at level 24 on the 30th Revenge 124th year of Ascendancy at 07:05 Killed by Bethodhethra the mecharachnid destroyer's temporal clone at level 25 on the 32nd Revenge 124th year of Ascendancy at 10:26 Killed by steam giant berserker at level 25 on the 32nd Revenge 124th year of Ascendancy at 18:32 Killed by Automated Defense System at level 26 on the 35th Revenge 124th year of Ascendancy at 00:21 Killed by Emolrath the greater hethugoroth at level 27 on the 35th Revenge 124th year of Ascendancy at 17:54 Killed by steam defence turret at level 30 on the 40th Revenge 124th year of Ascendancy at 12:47 Killed by steam giant necropsych at level 30 on the 40th Revenge 124th year of Ascendancy at 16:07 Killed by steam giant flameshot at level 30 on the 40th Revenge 124th year of Ascendancy at 16:58 Killed by steam defence turret at level 30 on the 40th Revenge 124th year of Ascendancy at 22:11 Killed by steam giant flameshot at level 30 on the 40th Revenge 124th year of Ascendancy at 22:49 Killed by retaliator of Atmos at level 31 on the 41st Revenge 124th year of Ascendancy at 14:26 Killed by retaliator of Atmos at level 32 on the 43rd Revenge 124th year of Ascendancy at 04:33 Killed by steam defence turret at level 32 on the 43rd Revenge 124th year of Ascendancy at 05:52 Killed by steam defence turret at level 32 on the 43rd Revenge 124th year of Ascendancy at 06:12 Killed by steam defence turret at level 32 on the 43rd Revenge 124th year of Ascendancy at 23:41 Killed by steam defence turret at level 32 on the 44th Revenge 124th year of Ascendancy at 04:43 Killed by retaliator of Atmos at level 33 on the 44th Revenge 124th year of Ascendancy at 21:00 Killed by steam giant flameshot at level 33 on the 44th Revenge 124th year of Ascendancy at 22:43 Killed by steam defence turret at level 34 on the 47th Revenge 124th year of Ascendancy at 10:03 Killed by retaliator of Atmos at level 35 on the 48th Revenge 124th year of Ascendancy at 07:17 Killed by steam defence turret at level 35 on the 48th Revenge 124th year of Ascendancy at 17:28 Killed by Council Member Tormak at level 35 on the 49th Revenge 124th year of Ascendancy at 14:08 Killed by Council Member Tormak at level 36 on the 49th Revenge 124th year of Ascendancy at 15:29 Killed by Council Member Tormak at level 36 on the 49th Revenge 124th year of Ascendancy at 15:50 Killed by Council Member Pendor at level 37 on the 49th Revenge 124th year of Ascendancy at 17:34 Killed by Council Member Pendor at level 37 on the 49th Revenge 124th year of Ascendancy at 18:10 Killed by luminous horror at level 41 on the 52nd Revenge 124th year of Ascendancy at 09:40 Killed by searing horror at level 41 on the 52nd Revenge 124th year of Ascendancy at 10:30 Killed by carrion worm mass at level 41 on the 52nd Revenge 124th year of Ascendancy at 11:36 Killed by radiant horror at level 41 on the 52nd Revenge 124th year of Ascendancy at 12:18 Killed by bloated horror at level 41 on the 52nd Revenge 124th year of Ascendancy at 13:20 Killed by radiant horror at level 41 on the 52nd Revenge 124th year of Ascendancy at 13:58 Killed by searing horror at level 41 on the 52nd Revenge 124th year of Ascendancy at 15:00 Killed by luminous horror at level 41 on the 52nd Revenge 124th year of Ascendancy at 15:58 Killed by luminous horror at level 42 on the 52nd Revenge 124th year of Ascendancy at 16:36 Killed by luminous horror at level 42 on the 52nd Revenge 124th year of Ascendancy at 19:21 Killed by Branohir's Inner Demon at level 42 on the 52nd Revenge 124th year of Ascendancy at 23:39 Killed by titan battlesmasher at level 42 on the 1st Pain 124th year of Ascendancy at 00:49 Killed by Branohir's Inner Demon at level 42 on the 1st Pain 124th year of Ascendancy at 02:20 Killed by orc necromancer at level 44 on the 4th Pain 124th year of Ascendancy at 00:28 Killed by saw horror at level 44 on the 4th Pain 124th year of Ascendancy at 03:48 Killed by saw horror at level 44 on the 4th Pain 124th year of Ascendancy at 04:20 Killed by orc pyromancer at level 45 on the 5th Pain 124th year of Ascendancy at 14:32 Killed by orc blood mage at level 45 on the 5th Pain 124th year of Ascendancy at 15:18 Killed by orc pyromancer at level 45 on the 5th Pain 124th year of Ascendancy at 15:54 Killed by orc corruptor at level 45 on the 5th Pain 124th year of Ascendancy at 16:32 Killed by Gylrana the titan battlesmasher at level 46 on the 7th Pain 124th year of Ascendancy at 02:16 Killed by uruivellas at level 46 on the 7th Pain 124th year of Ascendancy at 07:45 Killed by champion of Urh'Rok at level 46 on the 7th Pain 124th year of Ascendancy at 08:34 Killed by champion of Urh'Rok at level 46 on the 7th Pain 124th year of Ascendancy at 09:14 Killed by fire drake at level 46 on the 7th Pain 124th year of Ascendancy at 12:33 Killed by Branohir's Inner Demon at level 46 on the 8th Pain 124th year of Ascendancy at 09:27 Killed by worm that walks at level 48 on the 10th Pain 124th year of Ascendancy at 21:24 Killed by Sher'Tul High Priest at level 48 on the 11st Pain 124th year of Ascendancy at 03:54 Killed by Sher'Tul High Priest at level 48 on the 11st Pain 124th year of Ascendancy at 06:17 Killed by Sher'Tul High Priest at level 48 on the 11st Pain 124th year of Ascendancy at 08:12 Killed by Sher'Tul High Priest at level 48 on the 11st Pain 124th year of Ascendancy at 09:28 Killed by Narav the human at level 50 on the 26th Pain 124th year of Ascendancy at 04:26 Killed by Mulvin the human at level 50 on the 44th Pain 124th year of Ascendancy at 17:43 Killed by Branohir's temporal clone at level 50 on the 19th Dearth 124th year of Ascendancy at 09:08 Killed by Branohir's temporal clone at level 50 on the 19th Dearth 124th year of Ascendancy at 09:40 Killed by radiant horror at level 50 on the 29th Loss 124th year of Ascendancy at 20:27 |
Primary Stats
Strength | 168 (base 60) |
Dexterity | 62 (base 40) |
Constitution | 88 (base 49) |
Magic | 19 (base 10) |
Willpower | 39 (base 10) |
Cunning | 96 (base 60) |
Resources
Life | 1622/1622 |
Psi | 129/129 |
Steam | 100/100 |
Healing Factor | 1.0043030135905 |
Regeneration | 1.604349198 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 13 |
See Invisible | 11 |
Offense: Mainhand
Damage | 225 |
Accuracy | 51 |
Crit Chance | 43% |
APR | 35 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +33% |
Mind | +14% |
Nature | +39% |
Blight | +33% |
Physical | +37% |
Fire | +45% |
All | +8% |
Offense: Damage Penetration
Darkness | +23% |
Temporal | +23% |
Fire | +32% |
Physical | +32% |
Mind | +17% |
All | +7% |
Defense: Base
Armour (hardiness) | 132.08934837382 (81.151787968034%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 70 |
Spell Save | 31 |
Mental Save | 57 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 53%( 70%) |
Physical | + 32%( 70%) |
Cold | + 33%( 70%) |
All | + 15%( 70%) |
Lightning | + 52%( 70%) |
Light | + 28%( 70%) |
Temporal | + 34%( 70%) |
Mind | + 36%( 70%) |
Darkness | + 68%( 70%) |
Fire | + 40%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 50% |
Stun Resistance | 40% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Pinning Resistance | 20% |
Poison Resistance | 27% |
Blind Resistance | 0% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.2 steam per turn. Can be activated for an instant burst of 81 steam. 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 145% efficiency and cooldown mod of 59%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
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 16.6 steam per turn. Can be activated for an instant burst of 83 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Overheat Saws |
talent | Goresplosion |
talent | Grinding Shield |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Res.pen +16% darkness +16% temporal ----- def ----- Armour +12 Fatigue +4% Resists +11% acid +22% temporal +30% darkness +10% fire +13% cold +11% lightning Def/telep +22 Res/telep +14% Dur/telep +27% ---------- misc Talents +5 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T5 shot ammo [Ego++] Master/Psionic Power 62.5 - 75.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +12.0% Capacity 20 On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Melee Ret 17 fire ----- def ----- Resists +11% blight +7% fire +12% darkness ---------- misc Light +5 Infravis +4 See.Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 48 blight damage or heals 54 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +13 Str +10 Cun +5 Con ----- def ----- Armour +5 Fatigue +5% Phys.save +15 (+4 eff.) Mind.save +22 (+6 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1162.9 Physical damage. If the attack hits, the target is confused (41% 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. |
Tool | ![]() 2.0 T5 wand charm [Ego+] Arcane Fire a magical bolt dealing 788 lightning damage Puts all charms on 22 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +7 Str +12 Wil +7 Cun dps ---------- Mind.crit +3% Crit.mult +15.00% Mind.pwr +12 (+3 eff.) Dmg.mod +6% nature +6% mind Res.pen +10% mind Melee Ret 4 nature ----- def ----- Armour +14 Mind.save +12 (+4 eff.) Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +17% physical ----- def ----- Resists +14% blight +17% physical +11% nature Poison- +27% Disease- +25% Rings make your fingers look great! |
Around waist | ![]() |
In main hand | ![]() 3.0 T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Power 50.0 - 75.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 HP.leech +10% On Hit: * chills your foe dealing 25 damage and slowing them by one tenth of a turn On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +18 Defense +14 (+4 eff.) Fatigue +15% ---------- misc Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +5 Spring Grapple Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +10 Str +10 Dex +10 Mag +16 Wil +14 Cun +13 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+4 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+7 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 7 Armour, 10 Defense and your attacks will gain 16% 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. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +9 Defense +14 (+4 eff.) Resists +8% acid +8% fire +32% lightning +8% cold Phys.save +15 (+4 eff.) Spell.save +22 (+10 eff.) Mind.save +23 (+6 eff.) Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+8 eff.) Steampwr +40 (+10 eff.) Spell.pwr +40 (+13 eff.) Mind.pwr +40 (+10 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
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 145% efficiency and cooldown mod of 60%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 614% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [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 increase movement speed by 1063% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 457% 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 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 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 10% all resistance, you move 34% faster, and you are invisible (power 8). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 37% all resistance, you move 45% faster, and you are invisible (power 36). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 368 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 19 up to 6 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Str ----- def ----- Resists +14% nature +10% blight Poison- +20% Disease- +22% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Cun ----- def ----- Phys.save +10 (+2 eff.) Spell.save +13 (+7 eff.) Mind.save +13 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Cun +3 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/turn +0.16 Max.mana +28.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +14 Lck dps ---------- Acc +13 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Unseen.red 13% ---------- misc Masteries +0.20 Cunning/Survival +0.20 Steamtech/Furnace Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +17 (+4 eff.) Spell.save +11 (+6 eff.) Mind.save +11 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 12 light 10 darkness Dmg.mod +10% light +11% darkness On Melee Ret: * 11% chance to reduce damage dealt by 29% * 11% chance to blind ----- def ----- Fatigue -7% HP.reg +3.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 10 light 15 darkness Dmg.mod +11% light +13% darkness On Melee Ret: * 13% chance to reduce damage dealt by 29% * 8% chance to blind ----- def ----- Phys.save +17 (+4 eff.) Spell.save +25 (+11 eff.) Mind.save +19 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +7 (+2 eff.) Resists +6% nature +7% blight Poison- +12% Disease- +11% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) 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 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Dex +6 Mag +6 Wil +7 Cun dps ---------- Spell.pwr +11 (+4 eff.) Dmg.mod +6% cold Res.pen +15% cold Acc +9 (+3 eff.) ----- def ----- Resists +18% cold Silence- +32% ---------- misc Mana/turn +0.30 Light +2 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Wil dps ---------- Acc +15 (+5 eff.) Apr +11 ----- def ----- Defense +12 (+3 eff.) Mind.save +12 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 5.0 T3 staff 1H weapon Reqs Mag 24 [Unique] Arcane Power 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+9 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 50 [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+13 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Nature Power 58.0 - 87.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +24 blight +19 temporal +8 lightning On Crit.r2 +41 acid +48 nature On Hit: 20% Epidemic 5 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 22 While equipped: dps ---------- Dmg.mod +6% lightning +12% cold Res.pen +23% acid +28% nature +25% lightning Apr +21 ----- def ----- Resists +9% lightning +19% temporal Disease- +31% Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Master Power 57.5 - 86.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +20% all Acc +34 (+11 eff.) Apr +13 Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 82.0 - 123.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() 3.0 T5 longsword 1H weapon Reqs Mag 20 [Unique] Arcane Power 46.0 - 64.4 Physical Uses 10% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+7 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() 1.0 T4 dagger 1H weapon [Random Unique] Nature/Master Power 33.5 - 43.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +4 mind On Crit.r2 +20 acid +7 nature While equipped: Stats +7 Str +8 Dex +6 Mag +6 Wil +10 Cun +8 Con dps ---------- Phys.pwr +20 (+4 eff.) Res.pen +14% acid +12% nature Apr +9 ----- def ----- Resists +6% mind Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 35% Str, 35% Dex, 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+3 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+7 eff.) See all other beings around you for 5 turns. Uses 25 power out of 25/25 Activation is instant. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +11.0% ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Arcane/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 +105 Melee+ +17 cold On Hit: 20% Curse of Vulnerability 5 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego++] Arcane/Nature/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +92 Melee+ +16 blight On Hit: 20% Epidemic 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 22 Uses 1.0 Steam While equipped: Stats +12 Con +11 Wil ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Max.HP +85.00 Disease- +19% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego++] Arcane/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 +92 Melee+ +16 blight On Hit: 20% Epidemic 5 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 22 On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +6 (+1 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Disease- +14% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego++] Master/Steamtech Power 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 +100 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +4 Dex dps ---------- Phys.crit +10.0% Phys.spd +10% Acc +16 (+5 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +13 Con +12 Wil ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +12% Max.HP +29.00 ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T5 steamgun 1H weapon [Random Unique] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit.r1 +12 nature On Hit: 10% Overgrowth 5 Uses 2.0 Steam While equipped: Stats +15 Con +6 Wil dps ---------- Melee Ret 2 nature ----- def ----- Resists +15% acid Max.HP +104.00 HP.reg +5.90 Disarm- +10% Teleport- +20% ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 190 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +11 Con +10 Wil dps ---------- Dmg.mod +13% physical ----- def ----- Max.HP +79.00 ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+10 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 9.0 T5 light armor [Random Unique] Disrupt/Master While equipped: Stats +18 Str -18 Dex dps ---------- Phys.crit +2.0% Res.pen +15% lightning ----- def ----- Armour +8 Defense +40 (+10 eff.) Fatigue +8% Resists +22% acid +23% cold +16% nature +17% blight D.Red.from +9% Unnatural ---------- misc Max.stam +30.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 8 fire Ranged+ 8 fire ----- def ----- Armour +18 Defense +20 (+5 eff.) Fatigue +8% Resists +14% fire +28% physical Max.HP +80.00 HP.reg +8.00 Heal.mod +13% A suit of armour made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Dmg.mod +9% lightning +18% cold Melee Ret 4 lightning ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +20% nature +6% cold Max.HP +48.00 A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+8 eff.) ----- def ----- Armour +50 Defense +40 (+10 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+9 eff.) Spell.save +35 (+15 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 1.0 T5 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +11 (+3 eff.) Dmg.mod +6% nature Res.pen +15% acid +15% lightning ----- def ----- Resists +12% acid +18% nature Phys.save +15 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 252 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 61 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 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.0 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 77.99 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() 2.0 T5 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +22% temporal +14% darkness Def/telep +18 Res/telep +13% Dur/telep +20% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown 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 [Ego++] Master While equipped: dps ---------- Crit.mult +16.00% Dmg.mod +19% darkness Res.pen +10% darkness Acc +15 (+5 eff.) Apr +12 ----- def ----- Defense +3 (+1 eff.) Resists +17% darkness Stealth +26 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 feet armor [Ego++] Master While equipped: Stats +12 Dex ----- def ----- Armour +5 Defense +35 (+9 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Con dps ---------- Mov.spd +25% ----- def ----- Armour +5 Phys.save +16 (+4 eff.) Mind.save +14 (+4 eff.) A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 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% Cun, 40% Dex, 40% Str 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 [Ego+] Master While equipped: Stats +4 Str +3 Dex +3 Cun ----- def ----- Armour +3 Phys.save +10 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 28.0 - 30.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +15.0% Atk.spd 100% On Hit: 10% Set Up 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego+] Master While equipped: Stats +3 Str +4 Wil +2 Con ----- def ----- Armour +3 Disarm- +30% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 27.0 - 29.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Disarm 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 [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 cold Dmg.mod +3% cold ----- def ----- Armour +2 Fatigue +3% Resists +6% cold Unarmed combat: Power 27.5 - 38.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +6 ice On Hit: 10% Ice Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 13 light Dmg.mod +5% light Acc +9 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness +8% light ---------- misc Infravis +2 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +11.0% Atk.spd 83% Melee+ +7 darkness On Hit: 20% Searing Light 3 On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+3 eff.) A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+12 eff.) Apr +15 ----- def ----- Defense +15 (+4 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() 2.0 T5 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +9% fire +5% cold ---------- misc Breathe water A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-4 eff.) Mind.pwr -10 (-2 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +8 Cun dps ---------- Dmg.mod +3% lightning +12% mind Res.pen +20% lightning Acc +9 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 63% * 20% chance to reduce all saves and defense by 35 On Melee Ret: * 17% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +10 (+3 eff.) Fatigue +5% Resists +6% lightning +6% nature +12% mind A cap made of leather. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+7 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +5 Str +4 Dex +6 Wil +4 Cun dps ---------- Phys.pwr +10 (+2 eff.) Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +9% physical Phys.save +9 (+2 eff.) A cap made of leather. |
![]() 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 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Cun +7 Wil dps ---------- Dmg.mod +6% light +15% temporal Res.pen +10% arcane Acc +9 (+3 eff.) On Hit (Melee): * 21% chance to reduce damage dealt by 29% On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +8 (+2 eff.) Fatigue +4% Resists +10% blight Phys.save +18 (+4 eff.) Mind.save +11 (+3 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +5 Con dps ---------- Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Dmg.mod +18% physical Apr +7 ----- def ----- Armour +4 Fatigue +4% Resists +13% darkness ---------- misc Max.stam +20.00 Infravis +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Cun +11 Dex dps ---------- Apr +6 ----- def ----- Armour +5 Fatigue +5% Resists +19% darkness ---------- misc Infravis +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +8% acid +11% fire +7% lightning +25% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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 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 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 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 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 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. |
![]() 0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-6 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+5 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 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 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +4% Spell.pwr +16 (+5 eff.) ----- def ----- Resists +7% blight +10% darkness ---------- misc Light +6 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 48 blight damage or heals 54 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +5% blight +3% all Spell.save +5 (+3 eff.) HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Ego+] Arcane/Psionic While equipped: dps ---------- Melee Ret 13 fire ----- def ----- Defense +10 (+3 eff.) Resists +10% fire Phys.save +15 (+4 eff.) Spell.save +16 (+8 eff.) Mind.save +16 (+5 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +13 (+4 eff.) Blind- +39% Confus- +23% ---------- misc Light +10 See.Stealth +41 See.Invis +39 Track: Puts all charms on 40 cooldown Level 6.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 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 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -20% ---------- misc Max.enc +50 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: dps ---------- Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 17] simple frost salve [power 17]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 145% efficiency and 59% cooldown modifier. Remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 33] amazing frost salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 145% efficiency and 59% cooldown modifier. Remove 3 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 471] amazing healing salve [power 471]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 145% efficiency and 59% cooldown modifier. Heal 471 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Res.pen +21% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 182 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 274 physical damage Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 16 spaces and dealing 773 physical damage Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 251 for 5 turns Puts all charms on 31 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 100 lightning damage and will be dazed for 1 turn (501 total damage) Puts all charms on 19 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +24% arcane Melee Ret 8 arcane ----- def ----- Resists +6% mind +6% nature Knockbk- +20% ---------- misc Max.vim +10.00 Fire a magical bolt dealing 486 lightning damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Branohir the Orc Sawbutcher level 14
43rd Retaking 124th year of Ascendancy at 16:02 see stats
By Branohir the Orc Sawbutcher level 11
39th Retaking 124th year of Ascendancy at 14:33 see stats
By Branohir the Orc Sawbutcher level 50
3rd Destruction 124th year of Ascendancy at 15:43 see stats
By Branohir the Orc Sawbutcher level 30
40th Revenge 124th year of Ascendancy at 11:44 see stats
By Branohir the Orc Sawbutcher level 50
39th Pain 124th year of Ascendancy at 10:18 see stats
By Branohir the Orc Sawbutcher level 50
11st Pain 124th year of Ascendancy at 20:24 see stats
By Branohir the Orc Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 01:30 see stats
By Branohir the Orc Sawbutcher level 20
14th Revenge 124th year of Ascendancy at 12:47 see stats
By Branohir the Orc Sawbutcher level 30
40th Revenge 124th year of Ascendancy at 00:04 see stats
By Branohir the Orc Sawbutcher level 40
50th Revenge 124th year of Ascendancy at 19:40 see stats
By Branohir the Orc Sawbutcher level 50
11st Pain 124th year of Ascendancy at 11:48 see stats
By Branohir the Orc Sawbutcher level 38
49th Revenge 124th year of Ascendancy at 21:01 see stats
By Branohir the Orc Sawbutcher level 50
17th Dearth 124th year of Ascendancy at 16:21 see stats
By Branohir the Orc Sawbutcher level 38
49th Revenge 124th year of Ascendancy at 21:01 see stats
By Branohir the Orc Sawbutcher level 50
11st Dearth 124th year of Ascendancy at 17:30 see stats
By Branohir the Orc Sawbutcher level 41
52nd Revenge 124th year of Ascendancy at 02:17 see stats
By Branohir the Orc Sawbutcher level 34
46th Revenge 124th year of Ascendancy at 18:43 see stats
By Branohir the Orc Sawbutcher level 48
11st Pain 124th year of Ascendancy at 11:48 see stats
By Branohir the Orc Sawbutcher level 50
41st Pain 124th year of Ascendancy at 23:35 see stats
By Branohir the Orc Sawbutcher level 50
23rd Pain 124th year of Ascendancy at 05:13 see stats
By Branohir the Orc Sawbutcher level 47
9th Pain 124th year of Ascendancy at 23:30 see stats
By Branohir the Orc Sawbutcher level 16
4th Revenge 124th year of Ascendancy at 20:03 see stats
Log
Ran for 2 turns (stop reason: dialog is displayed).
Ran for 2 turns (stop reason: dialog is displayed).
Ran for 2 turns (stop reason: dialog is displayed).
Ran for 2 turns (stop reason: dialog is displayed).
Ran for 2 turns (stop reason: dialog is displayed).
Ran for 2 turns (stop reason: dialog is displayed).
Ran for 2 turns (stop reason: dialog is displayed).
Ran for 2 turns (stop reason: dialog is displayed).
Ran for 2 turns (stop reason: dialog is displayed).
Ran for 2 turns (stop reason: dialog is displayed).
Ran for 2 turns (stop reason: dialog is displayed).
Ran for 2 turns (stop reason: dialog is displayed).
Ran for 2 turns (stop reason: dialog is displayed).
Lore found: infinite dungeon (ruined dungeon)
You can read all your collected lore in the game menu, by pressing Escape.