
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Negative Effect Timeout Cleanup 1.7.0Attempts to fix temporary effects that have become "stuck" and do not expire when their duration falls to zero or below. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. 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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Kruk Yeti |
Class | Sawbutcher |
Level / Exp | 47 / 41% |
Size | medium |
Lifes / Deaths | Killed by Nerada the mecharachnid warrior at level 47 on the 46th Pain 124th year of Ascendancy at 18:16 / 1 |
Primary Stats
Strength | 78 (base 60) |
Dexterity | 26 (base 10) |
Constitution | 62 (base 40) |
Magic | 19 (base 10) |
Willpower | 30 (base 10) |
Cunning | 78 (base 50) |
Resources
Life | -100/1700 |
Stamina | 280/300 |
Steam | 80/100 |
Healing Factor | 1.7197843820602 |
Regeneration | 55.461980653843 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +9.9999999999999% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Stealth | 6 |
Offense: Mainhand
Damage | 115 |
Accuracy | 48 |
Crit Chance | 24% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | 50 |
Accuracy | 48 |
Crit Chance | 23% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11.5 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Physical | +10% |
Mind | +20% |
Light | +12% |
Cold | +12% |
Blight | +5% |
Arcane | +6% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Blight | +16% |
Acid | +16% |
Physical | +13% |
All | +6% |
Defense: Base
Armour (hardiness) | 27 (53.292302510663%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 32 |
Mental Save | 50 |
Defense: Resistances
Acid | + 43%( 70%) |
Blight | + 59%( 70%) |
Arcane | + 40%( 70%) |
Cold | + 65%( 70%) |
All | + 32%( 70%) |
Darkness | + 41%( 70%) |
Physical | + 64%( 70%) |
Mind | + 46%( 70%) |
Fire | + 61%( 70%) |
Lightning | + 55%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 47% |
Disarm Resistance | 24% |
Confusion Resistance | 83% |
Silence Resistance | 20% |
Stun Resistance | 78% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (3/3)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.8 steam per turn. Can be activated for an instant burst of 69 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 161% efficiency and cooldown mod of 54%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 141% efficiency and cooldown mod of 54%. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Steamtech / Automated butchery | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Steamtech / Battle machinery | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
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 ErĂșan 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. | active |
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 |
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 |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb 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 |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats -1 Wil +5 Cun +3 Con dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +7% physical Acc +5 (+2 eff.) Apr +4 ----- def ----- Armour +3 Resists +6% fire Phys.save +9 (+3 eff.) HP.reg +3.00 Heal.mod +12% Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Stam/turn +1.60 Max.stam +12.00 Blindside: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 28 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Con dps ---------- Dmg.mod +12% light ----- def ----- Resists +8% blight +3% all Spell.save +7 (+3 eff.) HP.reg +2.00 ---------- misc Light +7 See.Stealth +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +12 Dex +2 Mag +7 Wil +11 Cun +5 Con dps ---------- Spell.crit +4% Crit.mult +15.00% Apr +7 Melee Ret 4 light ----- def ----- Armour +5 Fatigue +5% Resists +13% blight Mind.save +15 (+5 eff.) Silence- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A hat made of leather. Very stylish. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 5 arcane 8 blight Dmg.mod +5% blight +12% fire +6% arcane Acc +6 (+2 eff.) ----- def ----- Armour +2 Resists +11% arcane +7% blight Phys.save +5 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +24% ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +3 Str +3 Dex +4 Mag +1 Wil ----- def ----- Resists +3% physical Crit.chn- 10.00% Create a shield absorbing up to 500 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 110. 100% to gain a 40% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: ----- def ----- Crit.chn- 10.00% Phys.save +9 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +19 (+6 eff.) Max.HP +120.00 HP.reg +13.00 Heal.mod +16% Confus- +83% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% physical +12% cold Res.pen +10% acid +10% blight Melee Ret 2 acid ----- def ----- Resists +9% blight +10% physical +24% cold HP.reg +3.00 Stun/Frz- +28% 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? |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +3 Wil +3 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -7% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 steamsaw 1H weapon [Rare] Master/Steamtech Power 136% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +76 On Hit: * 20% chance to reduce armor by 16% * injects a simple virus dealing 63 blight damage on hit and lowering the victims highest stat Uses 1.0 Steam While equipped: dps ---------- Res.pen +6% all Acc +13 (+4 eff.) Apr +8 On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Crit.chn- 10.00% Mind.save +12 (+4 eff.) Die.at -80.00 life Max.HP +80.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- D.Red.from +18% Summoned A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 119% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Melee+ +8 darkness Against +11% Living On Hit: * splashes acid on your target dealing 42 damage and reducing their armor Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +3% lightning +15% acid HP.reg +4.00 ---------- misc Equi/ret +0.20 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +30% lightning Phys.save +10 (+3 eff.) Stun/Frz- +50% Has a 50% chance each turn to slash an adjacent enemy for 173 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. |
Main armor | ![]() 2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +20% mind Melee Ret 20 physical On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +8 Fatigue +1% Resists +12% darkness +3% cold +3% blight +15% fire +20% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Firewalker. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 64%. 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 144% efficiency and cooldown mod of 62%. 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 2.5 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.8 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 947% for 10 turns (0 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+3 eff.) Phys.spd +10% Dmg.mod +7% physical ----- def ----- Armour +4 Resists +6% mind +12% darkness Poison- +20% Disarm- +10% Knockbk- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Str ----- def ----- Resists +6% lightning +5% arcane +9% blight HP.reg +2.00 Confus- +20% ---------- misc Masteries +0.22 Steamtech/Engineering Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+11 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (112). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T5 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +24% light +20% darkness Blind- +53% ---------- misc Infravis +6 Sight +2 See.Invis +10 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 6 light 5 darkness Dmg.mod +5% light +5% darkness On Melee Ret: * 6% chance to reduce damage dealt by 20% * 7% chance to blind Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 6 lightning ----- def ----- Resists +12% temporal +5% arcane +6% light Crit.chn- 10.00% HP.reg +4.00 Heal.mod +20% Stun/Frz- +42% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% nature +5% arcane Silence- +34% ---------- misc Mana/turn +0.25 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +11 Str +2 Wil +5 Con ----- def ----- Armour +10 Crit.chn- 15.00% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +5 Str dps ---------- Phys.crit +8.0% Dmg.mod +18% mind +9% physical Res.pen +25% nature ----- def ----- Defense +15 (+5 eff.) Resists +18% mind +15% fire Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +12 (+4 eff.) ----- def ----- Max.HP +89.00 HP.reg +13.00 Heal.mod +13% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Acc +36 (+11 eff.) Apr +9 Melee Ret 10 physical ----- def ----- Armour +6 Defense +10 (+3 eff.) Phys.save +12 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 10 physical Ranged+ 11 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 25 On Hit (Ranged): * 12% chance to reduce all saves and defense by 25 ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +13% fire ----- def ----- Fatigue -6% Resists +26% fire ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Mag dps ---------- Melee+ 15 light Ranged+ 24 light Dmg.mod +17% light ----- def ----- Fatigue -7% ---------- misc Max.enc +28 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +4 Cun +10 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 25 light Ranged+ 18 light Dmg.mod +16% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +2 Con dps ---------- Acc +8 (+3 eff.) Apr +7 ----- def ----- Defense +7 (+2 eff.) Spell.save +11 (+5 eff.) ---------- misc Max.stam +15.00 Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Con dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +7 (+2 eff.) Phys.save +4 (+1 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 153% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +62 fire While equipped: dps ---------- All.spd +4% Res.pen +14% fire +10% all Acc +15 (+5 eff.) Apr +9 Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego+] Nature Power 146% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit.r2 +23 fire While equipped: dps ---------- All.spd +6% Res.pen +16% fire Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego++] Nature/Disrupt Power 146% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Against +17% Unnatural On Crit.r2 +20 acid +19 nature 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: dps ---------- Res.pen +16% acid +13% nature Apr +10 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Master Power 158% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Str dps ---------- Dmg.mod +11% physical Res.pen +12% physical Acc +33 (+11 eff.) Apr +9 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Psionic Power 155% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Phasing +10% On Crit.r2 +12 physical While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +14% nature ----- def ----- Armour +2 Resists +12% blight Spell.save +6 (+3 eff.) Disease- +28% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Rare] Nature Power 106% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 25 While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.crit +4% Mind.pwr +28 (+10 eff.) ----- def ----- Resists +15% mind Max.HP +42.00 HP.reg +1.70 ---------- misc Max.hate +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 115% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Mind 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 (+4 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+8 eff.) Either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower). Uses 60 power out of 60/60 Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +24 acid +28 nature While equipped: Stats +5 Cun dps ---------- Res.pen +9% acid +8% physical +17% nature Apr +13 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T4 steamsaw 1H weapon [Unique] Psionic/Steamtech Power 145% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +14.0% Atk.spd 100% Block +50 HP.leech +5% Melee+ +10% gloom effects Uses 1.0 Steam While equipped: ----- def ----- Armour +8 Defense +12 (+4 eff.) Fatigue +10% ---------- misc Talents +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
![]() 3.0 T4 steamsaw 1H weapon [Unique] Steamtech Power 134% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +19 Crit +9.0% Atk.spd 100% Block +50 On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +8 (+3 eff.) Fatigue +9% ---------- misc Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
![]() 3.0 T2 steamsaw 1H weapon [Unique] Nature/Steamtech Power 115% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +4.0% Atk.spd 100% Block +44 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +5 (+2 eff.) Fatigue +8% ---------- misc Talents +1 Block Ritch Larva Infect: Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Sting the target with your ovipositor, injecting 3 larvae into it to finish their hatching process. Over a 5 turn gestation period, the larvae will feed on the victim internally, dealing 2.49 to 12.46 physical damage each turn (increasing as they grow). After the gestation period is complete, each larva will rip itself free of its host, dealing 8.30 physical and 8.46 fire damage. Is that... an ovipositor? |
![]() 3.0 T5 steamsaw 1H weapon [Ego] Master/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 Uses 1.0 Steam While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +6 Defense +18 (+6 eff.) Fatigue +12% Resists +15% lightning Disarm- +33% ---------- 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 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 122% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +42 On Crit.r2 +20 acid Uses 1.0 Steam While equipped: Stats +2 Con dps ---------- Crit.mult +20.00% Res.pen +7% physical Acc +10 (+3 eff.) Apr +8 ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Die.at -20.00 life ---------- misc Stam/turn +1.00 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 150% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +109 Uses 1.0 Steam While equipped: Stats +3 Con dps ---------- Phys.pwr +13 (+4 eff.) Res.pen +8% physical ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +15% light +17% darkness Disarm- +22% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Ego+] Psionic/Steamtech Power 110% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +12% physical Shield.near.proj +19 Proj.slow +12% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 waraxe 1H weapon [Rare] Arcane Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +15 cold On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Res.pen +10% lightning +15% temporal +10% arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Nature Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Resists +5% arcane Phys.save +15 (+5 eff.) Mind.save +6 (+2 eff.) Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +8% physical Res.pen +7% physical Acc +21 (+7 eff.) Apr +7 One-handed war axes. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Dex +4 Cun +2 Con dps ---------- Phys.crit +8.0% Mind.crit +11% Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) A belt that goes around your waist. |
![]() 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 (+3 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 4.5 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 49 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.5 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 49.54 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 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 2.5 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 62.09 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+5 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. |
![]() 2.0 T1 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun +4 Con dps ---------- Crit.mult +12.00% Dmg.mod +21% blight +14% fire +10% nature Res.pen +5% fire +10% temporal Melee Ret 4 light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 7 ----- def ----- Resists +21% fire +7% all Poison- +23% Disease- +24% ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +12% acid ----- def ----- Resists +18% acid +9% all Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +12% fire ----- def ----- Resists +9% all +18% fire Mind.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) Dmg.mod +11% mind ----- def ----- Resists +11% mind +7% all Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +6 Str +5 Mag +7 Wil dps ---------- Dmg.mod +15% lightning +8% physical +6% cold ----- def ----- Resists +6% lightning +8% cold +11% blight +15% all Max.HP +68.00 HP.reg +3.50 Heal.mod +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +4 Str +5 Mag +4 Wil dps ---------- Dmg.mod +9% lightning +9% physical +18% cold ----- def ----- Resists +10% lightning +8% cold +13% blight +13% all Max.HP +40.00 HP.reg +2.20 Heal.mod +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego++] Arcane/Nature While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+0 eff.) Dmg.mod +11% arcane +11% temporal ----- def ----- Resists +6% blight +9% all Max.HP +40.00 HP.reg +1.50 Heal.mod +10% ---------- misc Max.mana +18.00 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: dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +4 Defense +25 (+8 eff.) Fatigue +3% Resists +2% physical +10% fire +12% light +11% cold Crit.chn- 10.00% Phys.save +9 (+3 eff.) Poison- +10% Def/telep +15 Res/telep +15% Dur/telep +15% 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 (+3 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+2 eff.) Dmg.mod +9% light Res.pen +12% physical On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +5 Defense +25 (+8 eff.) Resists +6% blight +12% mind +18% nature Poison- +20% A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 T5 feet armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil ----- def ----- Armour +5 Silence- +39% Confus- +41% Stun/Frz- +41% Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 4.5 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 21.00 mind and 17.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 21% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 20. Terrified: Deals 4.80 mind and 4.00 darkness damage per turn and increases cooldowns by 32%. Haunted: Causes the target to suffer 8.29 mind and 6.91 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 acid Dmg.mod +4% acid Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +5% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +18% nature +12% arcane On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +2 Resists +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-4 eff.) Mind.pwr -10 (-5 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. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +10% fire ----- def ----- Armour +4 Fatigue +4% Resists +4% physical Disarm- +20% Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +6 Str dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +3% Resists +16% lightning +16% temporal +3% light +13% blight +11% nature A hat made of leather. Very stylish. |
![]() 1.0 T3 head armor Reqs Mag 25 [Unique] Arcane/Master While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +3% Phys.pwr +15 (+5 eff.) Dmg.mod +7% blight +6% physical +10% arcane Res.pen +25% cold Melee Ret 10 vim draining blight ----- def ----- Armour +3 ---------- misc Max.vim +25.00 Infravis +2 Vimsense: Level 3.5 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 5% and all saves by 8, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 2.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +9% blight +3% temporal +15% light Phys.save +15 (+5 eff.) Mind.save +9 (+3 eff.) HP.reg +4.00 Disease- +10% A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +15% light On Hit (Melee): * 10% chance to slow global speed by 51% * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +3 Fatigue +3% Resists +3% blight +6% darkness +3% light A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +5 Dex +11 Mag +4 Con dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +3 Fatigue +3% Resists +12% acid +6% mind Phys.save +11 (+4 eff.) Mind.save +11 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A 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 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 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. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 4.5 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 365.4 Physical damage. If the attack hits, the target is confused (33% effect) for 6 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 T1 head armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Defense +1 (+0 eff.) Resists +10% mind A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +5 Str +4 Dex +2 Cun +7 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +33.00 HP.reg +7.00 Heal.mod +10% ---------- misc Stam/turn +2.00 A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +2 Wil dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +20% blight +18% darkness ---------- misc Light +2 A suit of armour made of leather. |
![]() 3.0 T3 arrow ammo [Random Unique] Arcane/Master Power 157% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +15 Apr +10 Crit +13.0% Capacity 23 Ranged+ +12 blight +20 mind On Hit: 20% Epidemic 3 On Hit: * 20% chance to reduce all saves and defense by 25 * 15% chance to reduce strength, dexterity, and constitution by 7 On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego] Arcane Power 167% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 23 Ranged+ +23 blight On Hit: * 18% chance to reduce strength, dexterity, and constitution by 7 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Arrows are used with bows to pierce your foes to death. |
![]() 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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 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 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 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 (+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. |
![]() 3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +3 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful frost salve [power 27] powerful frost salve [power 27]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 161% efficiency and 54% cooldown modifier. Remove 2 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 370] powerful healing salve [power 370]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 161% efficiency and 54% cooldown modifier. Heal 370 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 320] powerful pain suppressor salve [power 320]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 161% efficiency and 54% cooldown modifier. Let you fight up to -320 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 27] powerful water salve [power 27]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 161% efficiency and 54% cooldown modifier. Remove 2 mental effects and grants a water aura (27% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 19] simple frost salve [power 19]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 161% efficiency and 54% cooldown modifier. Remove 1 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 228] simple healing salve [power 228]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 161% efficiency and 54% cooldown modifier. Heal 228 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +25 (+9 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +4.00 Max.psi +20.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 192 physical damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% arcane Melee Ret 4 arcane ----- def ----- Resists +12% fire Spell.save +18 (+8 eff.) Mind.save +9 (+3 eff.) Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Heal yourself and all friendly characters within 10 spaces for 212 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +4 Mag dps ---------- Mind.pwr +30 (+10 eff.) Melee Ret 10 mind ----- def ----- Spell.save +18 (+8 eff.) ---------- misc Mana/s.crit +2.00 Heal yourself and all friendly characters within 10 spaces for 398 Puts all charms on 15 cooldown 100% to increase all damage penetration by 26% 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. |
![]() 2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 14% chance to evade weapon attacks 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 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 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. |
![]() 0.0 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. |
Achievements
By Gru O Sawblade the Kruk Yeti Sawbutcher level 4
11st Retaking 124th year of Ascendancy at 14:09 see stats
By Gru O Sawblade the Kruk Yeti Sawbutcher level 13
20th Retaking 124th year of Ascendancy at 14:33 see stats
By Gru O Sawblade the Kruk Yeti Sawbutcher level 26
46th Retaking 124th year of Ascendancy at 23:52 see stats
By Gru O Sawblade the Kruk Yeti Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 01:02 see stats
By Gru O Sawblade the Kruk Yeti Sawbutcher level 20
35th Retaking 124th year of Ascendancy at 23:09 see stats
By Gru O Sawblade the Kruk Yeti Sawbutcher level 30
11st Revenge 124th year of Ascendancy at 02:26 see stats
By Gru O Sawblade the Kruk Yeti Sawbutcher level 40
30th Pain 124th year of Ascendancy at 12:11 see stats
By Gru O Sawblade the Kruk Yeti Sawbutcher level 35
16th Pain 124th year of Ascendancy at 22:00 see stats
By Gru O Sawblade the Kruk Yeti Sawbutcher level 42
36th Pain 124th year of Ascendancy at 08:12 see stats
By Gru O Sawblade the Kruk Yeti Sawbutcher level 38
29th Pain 124th year of Ascendancy at 05:32 see stats
By Gru O Sawblade the Kruk Yeti Sawbutcher level 43
40th Pain 124th year of Ascendancy at 20:01 see stats
By Gru O Sawblade the Kruk Yeti Sawbutcher level 25
45th Retaking 124th year of Ascendancy at 07:55 see stats
By Gru O Sawblade the Kruk Yeti Sawbutcher level 36
27th Pain 124th year of Ascendancy at 11:36 see stats
By Gru O Sawblade the Kruk Yeti Sawbutcher level 20
36th Retaking 124th year of Ascendancy at 18:43 see stats
Log
Tempest of Metal hits Nerada the mecharachnid warrior for (15 flat reduction), 0 physical, (21 flat reduction), 2 fire, (3 flat reduction), 0 blight, (2 flat reduction), 0 arcane, (5 flat reduction), 0 blight (2 total damage).
Tempest of Metal hits Gru O Sawblade for 37 healing, 37 healing, 37 healing (0 total damage) [112 healing].
Gru O Sawblade hits Nerada the mecharachnid warrior for (21 flat reduction), 6 physical, (3 flat reduction), 0 darkness, (21 flat reduction), 2 fire, (3 flat reduction), 0 blight, (2 flat reduction), 0 arcane, (12 flat reduction), 0 acid (8 total damage).
Melee retaliation hits Nerada the mecharachnid warrior for (0 flat reduction), 0 acid, (9 flat reduction), 0 physical, (2 flat reduction), 0 light, (0 flat reduction), 0 acid, (9 flat reduction), 0 physical, (2 flat reduction), 0 light, (0 flat reduction), 0 acid, (9 flat reduction), 0 physical, (2 flat reduction), 0 light, (0 flat reduction), 0 acid, (9 flat reduction), 0 physical, (2 flat reduction), 0 light, (0 flat reduction), 0 acid, (9 flat reduction), 0 physical, (2 flat reduction), 0 light, (0 flat reduction), 0 acid, (9 flat reduction), 0 physical, (2 flat reduction), 0 light (0 total damage).
Gru O Sawblade's Cloak of Daggers lashes out, cutting Nerada the mecharachnid warrior!
Gru O Sawblade hits Nerada the mecharachnid warrior for (21 flat reduction), 53 physical (53 total damage).
Gru O Sawblade is not stunned anymore.
Gru O Sawblade has recovered!
Gru O Sawblade receives 4 healing.
Deep Wound from Nerada the mecharachnid warrior hits Gru O Sawblade for 45 physical damage.
Nerada the mecharachnid warrior performs a melee critical strike against Gru O Sawblade!
Gru O Sawblade redirects the effect 'Cripple'!
Nerada the mecharachnid warrior performs a melee critical strike against Gru O Sawblade!
Nerada the mecharachnid warrior hits Gru O Sawblade for 113 physical, 0 fire, 62 physical, 0 fire (176 total damage).
Melee retaliation hits Nerada the mecharachnid warrior for (1 flat reduction), 0 acid, (19 flat reduction), 0 physical, (3 flat reduction), 0 light, (1 flat reduction), 0 acid, (19 flat reduction), 0 physical, (3 flat reduction), 0 light (0 total damage).
Steam giant berserker rushes out!
Gru O Sawblade is dazed!
Bleeding from Gru O Sawblade hits Nerada the mecharachnid warrior for (21 flat reduction), 35 physical (35 total damage).
Melee retaliation hits Steam giant berserker for 2 acid, 21 physical, 4 light (27 total damage).
Burning from Gru O Sawblade hits Nerada the mecharachnid warrior for (21 flat reduction), 9 fire (9 total damage).
Viral Injection from Gru O Sawblade hits Nerada the mecharachnid warrior for (11 flat reduction), 0 blight (0 total damage).
Steam giant berserker hits Gru O Sawblade for 105 physical, 0 fire (105 total damage).
Nerada the mecharachnid warrior performs a melee critical strike against Gru O Sawblade!
Gru O Sawblade is not dazed anymore.
Greater Weapon Focus from Nerada the mecharachnid warrior performs a melee critical strike against Gru O Sawblade!
Nerada the mecharachnid warrior hits Gru O Sawblade for 105 physical, 0 fire, 47 physical (152 total damage).
Greater Weapon Focus from Nerada the mecharachnid warrior hits Gru O Sawblade for 103 physical, 0 fire, 54 physical (157 total damage).
Melee retaliation hits Nerada the mecharachnid warrior for (1 flat reduction), 0 acid, (18 flat reduction), 0 physical, (3 flat reduction), 0 light, (1 flat reduction), 0 acid, (18 flat reduction), 0 physical, (3 flat reduction), 0 light, (1 flat reduction), 0 acid, (18 flat reduction), 0 physical, (3 flat reduction), 0 light, (1 flat reduction), 0 acid, (18 flat reduction), 0 physical, (3 flat reduction), 0 light (0 total damage).
Gru O Sawblade the level 47 kruk yeti sawbutcher was smashed to death by Nerada the mecharachnid warrior on level 1 of Steam Quarry.
Nerada the mecharachnid warrior prepares for the next kill!