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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 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:
Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. FlexSpec Respec Limitation Relaxer 1.5.5Sidekick Level Catch-up 1.6.0Modifies various player sidekicks (Alchemists' golem, Writhing Ones' worm that walks from the Forbidden Cults DLC, Annihilators' mecharachnid from the Embers of Rage DLC) to synchronize their level with the player's level every time they are re-added to map, in case the player gained a level while the sidekick dead. (Disclaimer: The failure of sidekicks to do this in the base game is believed to be a bug; if said bug is fixed in a future version, this addon will be officially deprecated.) 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:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 | Madness Roguelike |
Sex | Male |
Race | Orc |
Class | Annihilator |
Level / Exp | 50 / 8552% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 219 (base 60) |
Dexterity | 90 (base 60) |
Constitution | 190 (base 60) |
Magic | 94 (base 60) |
Willpower | 88 (base 60) |
Cunning | 114 (base 60) |
Resources
Mana | 859/859 |
Equilibrium | 20 |
Life | 3056/3056 |
Positive | 177/177 |
Stamina | 412/412 |
Steam | 262/262 |
Healing Factor | 2.3224361195004 |
Regeneration | 70.5333603499 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +144.5% |
Vision
Sight | 10 |
Lite | 32 |
Infravision | 11 |
See Stealth | 201.88845000546 |
See Invisible | 189.88845000546 |
Offense: Mainhand
Damage | 214 |
Accuracy | 107 |
Crit Chance | 105% |
APR | 57 |
Speed | 1.50 |
Offense: Spell
Spellpower | 92 |
Crit Chance | 77% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 104 |
Crit Chance | 70% |
Speed | 1 |
Offense: Damage Bonus
Acid | +65% |
Blight | +120% |
Arcane | +53% |
Mind | +88% |
All | +40% |
Light | +166% |
Temporal | +52% |
Physical | +55% |
Fire | +239% |
Nature | +65% |
Offense: Damage Penetration
Temporal | +79% |
Physical | +66% |
Arcane | +74% |
Cold | +66% |
All | +41% |
Defense: Base
Armour (hardiness) | 79 (100%) |
Defense | 111 |
Ranged Defense | 111 |
Fatigue | 0 |
Physical Save | 92 |
Spell Save | 60 |
Mental Save | 109 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Physical | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 65%( 70%) |
Darkness | + 70%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 70%( 70%) |
Fire | + 70%( 70%) |
Lightning | + 70%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Confusion Resistance | 27% |
Knockback Resistance | 25% |
Stun Resistance | 70% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (5/5)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.1 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 240% efficiency and cooldown mod of 86%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 159% efficiency and cooldown mod of 54%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 2.5 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 15.4 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 122 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Magnetism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemical warfare | 5.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Mecharachnid | 5.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Demolition | 5.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Artillery | 5.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Gadgets | 5.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Heavy weapons | 5.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Turrets | 5.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 3.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Orc | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 5.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
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Effects
talent | Miasma Engine |
talent | Daunting Presence |
talent | Trained Reactions |
talent | Chant of Fortitude |
talent | Exoskeleton |
talent | Elemental Harmony |
talent | Rocket Pod |
talent | Incendiary Grenade |
detrimental effect | Unable to enter Forbidden Tomes. Forbidden Tome Cooldown |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
beneficial effect | Storing damage to unleash as a powerful lightning bolt (277/740). Capacitor Discharge |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 72% and triggers a radius 18 conal explosion dealing 79% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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 Encumbrance T5 feet armor [Rare] Arcane While equipped: Stats +8 Dex +6 Mag offense ------ Physical Crit +4.0% Physical Power +50 (+6 eff.) Accuracy +45 (+8 eff.) Ignore Armor +8 defense ------ Armor +29 Fatigue +4% Resistance +5% physical Physical save +15 (+3 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% other ------- Stamina/turn +5.05 Spell cooldown 10% Infravision +5 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 Encumbrance T5 shot ammo [Rare] Master Weapon Damage 85.5 - 102.6 Physical Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 18 Projectile Speed +250% On-ranged-hit +25 acid +25 physical +25 blight On-Hit, radius 1 +12 acid On Hit: * 25% chance to slow global speed by 81% While equipped: other ------- Reload +5 Talents +5 Antimagic Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T5 lite [Rare] Master While equipped: Stats +13 Cun offense ------ Mind Crit +8% Damage +30% fire +30% mind +35% light defense ------ Mind save +24 (+4 eff.) Blind Resist +50% Confus Resist +27% other ------- EQ when Hit +0.20 Psi when Hit +0.24 Light +16 See Stealth +35 See Invis +23 Track: Puts all charms on 20 turn cooldown Effective talent level: 8.5 Power cost 20 out of 40/40. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Sense foes around you in a radius of 44 for 10 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +11 Wil +10 Cun +10 Con offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Critical power +33.53% Spellpower +20 (+4 eff.) Spellpower/crit +14 Damage +39% blight +10% all Ignore resists +20% arcane +25% cold On-Hit (Melee): * 34% chance to reduce armor by 48% defense ------ Armor +5 Fatigue +5% Resistance +18% acid +21% cold +15% darkness Mind save +15 (+2 eff.) A hat made of leather. Very stylish. |
Tool | ![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +13 Mag +15 Cun +5 Con offense ------ Critical power +20.00% other ------- Max hate +12.41 Max psi +60.00 Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 10 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +11 Str offense ------ Damage +18% fire Ignore resists +38% temporal Accuracy +46 (+8 eff.) When Hit 10 temporal defense ------ Resistance +15% lightning +51% fire Unlife -121.59 life Out-of-Phase Defense +23 Out-of-Phase Resistance +23% Out-of-Phase Resilience +23% other ------- Stamina/turn +4.56 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +6 Mag +6 Wil +5 Cun offense ------ Damage +16% fire defense ------ Resistance +15% lightning +32% fire +15% blight Stun Resist +20% other ------- Infravision +3 Rings make your fingers look great! |
Around waist | ![]() |
In main hand | ![]() 4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% On Hit: * flashes light on your target dealing 183 damage Shoots beams through all targets. Uses 6.0 Steam While equipped: offense ------ Critical power +15.00% Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 10 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +150% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
Main armor | ![]() 9.0 Encumbrance T5 light armor [Random Unique] Arcane/Master While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con offense ------ Physical Crit +16.0% Spell Crit +5% Mind Crit +5% Critical power +54.00% Physical Power +20 (+2 eff.) On-Hit 10 darkness On-Ranged-Hit 10 darkness Damage +10% all +9% fire Ignore Armor +1 When Hit 10 physical defense ------ Armor +12 Defense +25 (+4 eff.) Fatigue +8% Resistance +29% darkness +29% temporal Out-of-Phase Defense +29 Out-of-Phase Resistance +24% Out-of-Phase Resilience +30% Blink to a nearby random location (rad 10) Puts all charms on 13 turn cooldown A suit of armour made of leather. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Rare] Arcane While equipped: Stats +9 Con offense ------ Spell Crit +15% Critical power +30.00% Spellpower +54 (+11 eff.) Spellpower/crit +10 Damage +13% arcane +12% temporal Ignore resists +13% arcane Ignore Shields +44% When Hit 10 arcane On-Hit (Melee): * 29% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +3 (+1 eff.) Resistance +30% lightning +12% temporal Physical save +26 (+5 eff.) Stun Resist +50% other ------- Max mana +75.00 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 Encumbrance T3 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +10 Lck offense ------ Critical power +13.00% Spellpower +9 (+2 eff.) Damage +8% blight +10% fire Accuracy +8 (+2 eff.) defense ------ Defense +10 (+2 eff.) Resist unseen 15% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 0 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 151% efficiency and cooldown mod of 65%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 0 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 146% efficiency and cooldown mod of 77%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 0 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 142% efficiency and cooldown mod of 57%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 0 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 95%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 0 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 167% efficiency and cooldown mod of 75%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 0 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 86%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 0 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 244% efficiency and cooldown mod of 59%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 0 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 239% efficiency and cooldown mod of 77%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 0 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 237% efficiency and cooldown mod of 56%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 0 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 149% efficiency and cooldown mod of 87%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.6 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 24 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 18 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.1 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.4 steam per turn. Can be activated for an instant burst of 82 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 24 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 26.2 steam per turn. Can be activated for an instant burst of 131 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 18 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.8 steam per turn. Can be activated for an instant burst of 94 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 22 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.9 steam per turn. Can be activated for an instant burst of 90 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.4 steam per turn. Can be activated for an instant burst of 87 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.8 steam per turn. Can be activated for an instant burst of 94 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.8 steam per turn. Can be activated for an instant burst of 49 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 19 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 49 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 7 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 981% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 68% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.4 Encumbrance potion [Unique] Unknown Quaff phial's content. Impawssible?! |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 2 physical, 3 darkness, 4 blight, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 570 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1086 damage for 8 turns. 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 9 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 31 up to 8 times. 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 83 up to 10 times. 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Mind Crit +2% Critical power +20.00% defense ------ Defense +10 (+2 eff.) Resistance +30% fire +7% physical other ------- Stamina/turn +3.30 EQ when Hit +0.12 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +21% light Ignore resists +25% lightning +25% light +25% acid defense ------ Resistance +31% lightning Stun Resist +38% other ------- Light +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+3 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+3 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- 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 Encumbrance T5 amulet jewelry [Unique] Unknown While equipped: offense ------ Physical Power +40 (+5 eff.) Steampower +40 (+7 eff.) Spellpower +40 (+8 eff.) Mindpower +40 (+7 eff.) May understand old Sher'Tul language. When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+3 eff.) Mind save +18 (+3 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 5.5 Power cost 5 out of 48/48. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Release a powerful shout, doing 937.57 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Critical power +18.00% Accuracy +9 (+2 eff.) Ignore Armor +18 On-Hit (Melee): * 20% chance to slow global speed by 81% defense ------ Resistance +33% lightning +6% blight +3% nature +5% arcane +27% mind Confus Resist +27% Stun Resist +42% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Cun +5 Con offense ------ Critical power +19.00% Damage +9% darkness Ignore resists +5% nature Accuracy +10 (+2 eff.) Ignore Armor +19 On-Hit (Melee): * 20% chance to slow global speed by 81% * 25% chance to reduce damage dealt by 40% defense ------ Resistance +6% darkness +6% mind +6% nature Physical save +20 (+4 eff.) Life +71.00 Life Regen +8.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+1 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+5 eff.) Confus Resist -100% 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 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +17 Wil offense ------ Mind Crit +9% Damage +24% acid +43% mind Ignore resists +25% nature When Hit 14 nature 14 darkness On-Hit (Melee): * 29% chance to slow global speed by 81% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+2 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- 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 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 3.5 Power cost 30 out of 60/60. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 2.5 Power cost 25 out of 80/80. Range melee/personal Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +5 Wil +2 Con offense ------ Mind Crit +6% On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +9% blight +5% arcane Mind save +18 (+3 eff.) Life +35.00 Disarm Resist +38% Pinning Resist +38% Knockbk Resist +38% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+2 eff.) defense ------ Resistance +25% mind Mind save +20 (+3 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 3.5 Power cost 15 out of 30/30. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil defense ------ Resistance +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 40 power out of 100/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+1 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +5 Con offense ------ Physical Power +35 (+4 eff.) Damage +18% lightning Ignore resists +35% lightning +42% physical Accuracy +35 (+6 eff.) defense ------ Resistance +15% temporal +7% physical Mind save +21 (+3 eff.) Life +50.00 Blind Resist +34% Disarm Resist +50% Pinning Resist +78% Knockbk Resist +50% other ------- Stamina/turn +5.05 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +9 Str +10 Dex +10 Con offense ------ Physical Power +41 (+5 eff.) Damage +15% nature Ignore resists +38% acid When Hit 12 acid 15 lightning defense ------ Resistance +27% lightning Unlife -121.06 life other ------- Light +5 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: Stats +6 Wil +7 Con offense ------ Damage +24% lightning +39% mind defense ------ Resistance +42% lightning Mind save +26 (+4 eff.) Silence Resist +42% other ------- Mana/turn +0.40 Max psi +40.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 26.42 cold and 29.25 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 30 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+2 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether Manathrust: Effective talent level: 5.5 Power cost 3 out of 6/6. Range 10 Cooldown: 2 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 425.73 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: 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? |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil +4 Cun offense ------ Spellpower +8 (+2 eff.) On-Hit 15 physical On-Ranged-Hit 14 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 51 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 51 other ------- Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 20/20. Range melee/personal Cooldown: 10 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 Encumbrance T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +7 Cun +7 Wil offense ------ Mindpower +11 (+2 eff.) defense ------ Life +72.00 Life Regen +13.00 Healmod +16% Rings make your fingers look great! |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Arcane Weapon Damage 70.0 - 105.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +8.0% Attack Speed 100% On-hit +50 fire Damage Conversion 20% fire While equipped: offense ------ Damage +20% fire Ignore resists +25% fire defense ------ Resistance +20% fire The wearer is treated as a demon. Infernal Breath: Effective talent level: 4.5 Power cost 18 out of 35/35. Range melee/personal Cooldown: 17 Travel.spd instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 1205.06 fire damage, and flames will be left dealing a further 284.28 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Nature/Disrupt Weapon Damage 72.0 - 108.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: other ------- Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 37.5 - 48.8 Physical Uses 40% Wil, 50% Str, 50% Mag 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +4 nature +20 cold On Crit: * Wound the target dealing 472 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +30.0% Critical power +33.00% Physical Power +15 (+1 eff.) Damage +9% fire +3% light +6% nature Ignore resists +5% light Ignore Armor +15 On-Hit (Melee): * 23% chance to slow global speed by 81% defense ------ Resistance +12% nature Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 40% Wil, 100% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+2 eff.) Spell save +10 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Rare] Master Weapon Damage 38.5 - 50.1 Physical Uses 40% Wil, 50% Str, 50% Mag 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +28 darkness While equipped: Stats +5 Wil +13 Cun +5 Con offense ------ Physical Crit +15.0% Critical power +31.00% Damage +30% darkness +21% fire Ignore resists +25% fire Ignore Armor +15 defense ------ Resistance +18% darkness Crit Resistance 22.80% other ------- Light +5 Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 35.0 - 45.5 Physical Uses 40% Wil, 50% Str, 50% Mag 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Psionic Weapon Damage 38.0 - 49.4 Physical Uses 70% Wil, 40% Dex, 50% Mag 30% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +40 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Power +15 (+1 eff.) Ignore resists +30% physical Accuracy +8 (+2 eff.) other ------- Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 5 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 42.0 - 54.6 Physical Uses 40% Wil, 105% Mag, 35% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+3 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 Worm Rot: Effective talent level: 3.5 Power cost 20 out of 50/50. Range 6 Cooldown: 7 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 41.74 acid and 55.65 blight damage. If not cleared after five turns it will inflict 316.00 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 37.0 - 48.1 Physical Uses 40% Wil, 50% Str, 50% Mag 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +20 temporal On-Hit, radius 1 +12 light On Hit: * 20% chance to reduce all saves and defense by 51 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Physical Crit +15.0% Critical power +35.00% Damage +6% mind Ignore resists +25% light Ignore Armor +14 defense ------ Resistance +12% mind +20% temporal other ------- Light +2 Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 50% Mag, 30% Cun, 40% Wil 35% Str, 35% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 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 offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- 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. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 10.0 - 13.0 Darkness Uses 40% Wil, 20% Dex, 50% Mag 20% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 40% Wil, 50% Mag, 100% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 40% Wil, 65% Dex, 50% Mag 35% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On-Hit, radius 1 +0 20% chance of physical repulsion On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 40% Wil, 35% Str, 70% Mag 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 40% Wil, 20% Dex, 50% Mag 20% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+3 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 40% Wil, 50% Dex, 65% Mag 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 4.5 Power cost 10 out of 20/20. Range 10 Cooldown: 2 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 306.69 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 38.0 - 49.4 Physical Uses 40% Wil, 50% Str, 50% Mag 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 37 While equipped: Stats +30 Con +30 Wil offense ------ Accuracy +15 (+3 eff.) defense ------ Defense +15 (+3 eff.) Spell save +12 (+3 eff.) Unlife -91.56 life Life +174.00 Healmod +23% Disarm Resist +50% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Sharp, short and deadly. |
![]() 12.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 96.0 - 144.0 Physical Uses 40% Wil, 50% Mag, 140% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% Damage Conversion 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 37 * Blasts creatures in a radius 1 shockwave around your target for 447.95 to 1343.85 physical damage (based on Strength). While equipped: offense ------ Critical power +40.00% Damage +12% physical defense ------ Knockbk Resist +30% Knock away other creatures within radius 4), dealing 1212.10 to 2424.20 physical damage (based on Strength) to each. Uses 25 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Unique] Unknown/Steamtech Weapon Damage 80.0 - 120.0 Light Uses 40% Wil, 50% Mag, 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Critical Rate +25.0% Attack Speed 100% On-hit +20 lightning +20 fire While equipped: offense ------ Against +10% Humanoid +10% Giant defense ------ Confus Resist +100% Fear Resist +100% other ------- Talents +1 Laser Powered Smash The Laser Powered Giant Smasher, nicknamed the Gloryhammer. You can feel it vibrating with untold power in your hands. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Master Weapon Damage 48.0 - 72.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 150 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con offense ------ Critical power +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Unique] Steamtech Weapon Damage 70.0 - 105.0 Physical Uses 40% Wil, 50% Mag, 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +17 Critical Rate +20.0% Attack Speed 100% On-crit, radius 2 +75 physical +75 fire While equipped: Stats +5 Cun +5 Str other ------- Talents +1 Rocket Smash The discovery of rockets has proved incredibly dangerous. It is not always clear for whom. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 70.0 - 105.0 Physical Uses 40% Wil, 50% Mag, 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +2.0% Attack Speed 100% On Hit: 10% Obliterating Smash 3 While equipped: offense ------ Physical Power +12 (+1 eff.) Damage +10% all Accuracy +20 (+4 eff.) other ------- Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault Shadow Power +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Effective talent level: 4.5 Power cost 13 out of 25/25. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: Hits the target doing 290% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 40% Wil, 50% Mag, 130% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 50% While equipped: Stats +7 Dex offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 70.0 - 112.0 Physical Uses 40% Wil, 60% Mag, 130% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +18 Critical Rate +20.0% Attack Speed 100% Lifesteal +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con other ------- Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +19 Critical Rate +10.0% Attack Speed 100% Damage Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con defense ------ Resist Against +20% Living other ------- Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 4.0 Encumbrance T5 longbow 2H weapon [Unique] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+6 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+5 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 134 to 268 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Unique] Arcane/Master Weapon Damage 33.0 - 46.2 Acid Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +40 corrosive acid While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Damage +20% acid Ignore resists +20% acid defense ------ Resistance +15% acid Corrosive Worm: Effective talent level: 5.5 Power cost 15 out of 30/30. Range 10 Cooldown: 9 Travel.spd instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 22% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 69 acid damage in a 4 radius ball. This damage will increase by 51% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 55.0 - 77.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +20 blight +12 acid On-crit, radius 2 +16 lightning On Hit: 20% Epidemic 5 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 37 While equipped: offense ------ Physical Crit +11.0% Critical power +34.00% Damage +6% lightning +18% acid Ignore Armor +13 defense ------ Disease Resist +35% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 46.0 - 64.4 Physical Uses 40% Wil, 60% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Lifesteal +5% Damage Conversion 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: offense ------ Spell Crit +8% Spellpower +21 (+5 eff.) Damage +15% blight +15% physical other ------- Max vim +25.00 Telepathy Undead/Blood Bleeding Edge: Effective talent level: 5.5 Power cost 10 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. 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. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Master/Psionic Weapon Damage 48.0 - 67.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +10.0% Attack Speed 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun offense ------ Accuracy +18 (+3 eff.) other ------- Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Unique] Steamtech Weapon Damage 40.0 - 56.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On Hit: * inflict fire damage based on steampower While equipped: defense ------ Cut Resist +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +4.0% Attack Speed 100% On-hit +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Weapon Damage 50.0 - 70.0 Light Uses 40% Wil, 75% Mag, 80% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% Damage Against +25% Undead +25% Demon While equipped: offense ------ Spell Crit +4% Spellpower +10 (+2 eff.) Damage +20% light Ignore resists +25% light other ------- Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 699.17 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 18 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Nature/Master Weapon Damage 38.0 - 53.2 Fire Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +18.0% Attack Speed 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil offense ------ Damage +20% fire Ignore resists +15% fire defense ------ Resistance +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Master Weapon Damage 46.0 - 64.4 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+7 eff.) Evasion +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 48.0 - 67.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% darkness While equipped: Stats +10 Str +8 Mag offense ------ Damage +25% darkness Ignore resists +0% all defense ------ Resistance +18% darkness +12% blight other ------- Shadow Power +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() 3.0 Encumbrance T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Weapon Damage 31.0 - 43.4 Physical Uses 40% Wil, 90% Str, 50% Mag 20% Cun Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +20.0% Attack Speed 100% On-crit, radius 2 +50 manaburn arcane While equipped: defense ------ Resistance +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 15.0 - 16.5 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +26 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +8 Wil offense ------ Mind Crit +7% Mindpower +14 (+2 eff.) defense ------ Resistance +15% mind Mind save +25 (+4 eff.) other ------- Max psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 24.0 - 26.4 Dreamforge Uses 100% Wil, 50% Mag, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Cun +6 Wil offense ------ Mind Crit +8% Physical Power +10 (+1 eff.) Mindpower +16 (+3 eff.) On-Hit 30 dreamforge Damage +10% physical +10% mind +10% fire Ignore resists +10% mind +10% physical Accuracy +10 (+2 eff.) defense ------ Resistance +5% physical +5% mind +15% fire other ------- Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Effective talent level: 4.5 Power cost 12 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 111.66 mind damage, 201.26 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 10.22 mind and 18.42 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 22.0 - 24.2 Nature Uses 100% Wil, 50% Mag, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +10 Wil offense ------ Mind Crit +9% Mindpower +18 (+3 eff.) Damage +20% nature +10% acid Ignore resists +20% nature +10% acid defense ------ Resistance +25% blight +15% nature other ------- Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Effective talent level: 4.5 Power cost 15 out of 30/30. Range melee/personal Cooldown: 9 Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 175.97 slime damage for 16 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Fire Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 17.0 - 18.7 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil offense ------ Mind Crit +7% Mindpower +10 (+2 eff.) Damage +10% mind Ignore resists +15% mind defense ------ Resistance +25% mind Mind save +24 (+4 eff.) See all other beings around you for 5 turns. Uses 13 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 Encumbrance T3 mindstar 1H weapon [Unique] Nature Weapon Damage 10.0 - 11.0 Nature Uses 70% Wil, 50% Mag, 50% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +6% Mindpower +12 (+2 eff.) Damage +8% physical +8% cold +8% fire defense ------ Heal-on-summon +30 other ------- Max Summons +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 17.0 - 18.7 Nature slow Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +2 Cun +6 Wil offense ------ Mind Crit +8% Mindpower +12 (+2 eff.) Damage +18% nature +15% acid defense ------ Resistance +12% arcane +12% blight Spell save +15 (+4 eff.) other ------- Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Effective talent level: 3.5 Power cost 10 out of 20/20. Range 10 Cooldown: 27 Travel.spd 800% of base Description: Spit slime at your target doing 233.64 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 80% Wil, 80% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+3 eff.) Mindpower +12 (+2 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Rare] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +20 mind On-crit, radius 2 +12 mind On Hit: * 20% chance to reduce all saves and defense by 51 While equipped: Stats +8 Cun offense ------ Critical power +20.20% Ignore resists +10% physical defense ------ Resistance +9% lightning other ------- Max hate +10.10 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +6 Mag +6 Cun +8 Con offense ------ Spell Crit +4% Critical power +71.00% Spellpower +21 (+5 eff.) On-Hit 31 fire Damage +25% darkness Ignore resists +15% physical When Hit 2 darkness defense ------ Armor +8 Hardiness +10% Resistance +6% cold Physical save +8 (+1 eff.) other ------- Stamina/turn +3.00 Negative/turn +0.20 Vim-on-crit +7.00 Max vim +36.00 Max negative +37.00 See Invis +16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 30.0 - 36.0 Gravity pin Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +8 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +25 (+5 eff.) Damage +20% physical +10% temporal defense ------ Resistance +15% physical other ------- Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Effective talent level: 4.5 Power cost 7 out of 14/14. Range 6 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 234.26 physical (gravity) damage. Each target moved beyond the first increases the damage by 29.28 (up to a maximum of 117.13 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
![]() 5.0 Encumbrance T3 staff 1H weapon [Unique] Arcane Weapon Damage 24.0 - 28.8 Fire Uses 175% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+6 eff.) Damage +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 8 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 Encumbrance T5 staff 2H weapon [Unique] Unknown Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +7 Wil +8 Mag offense ------ Spell Crit +15% Spellpower +40 (+8 eff.) Damage +40% temporal Ignore resists +30% temporal defense ------ Anomaly Control +25 Teleport Resist +100% other ------- Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Weapon Damage 40.0 - 48.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +12 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +40 (+8 eff.) Damage +35% darkness other ------- 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. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +80.00% Spellpower +34 (+7 eff.) Spellpower/crit +12 On-Hit 70 fire Damage +12% lightning +30% temporal +12% darkness +9% nature Ignore resists +30% darkness On-Hit (Melee): * 23% chance to slow global speed by 81% other ------- See Invis +40 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Darkness Uses 200% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +20 (+4 eff.) Damage +20% acid +20% cold +20% darkness +20% blight other ------- Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Fire Uses 150% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+2 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff This unique-looking staff is carved with runes of destruction. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Unique] Arcane Weapon Damage 25.0 - 30.0 Darkness Uses 170% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +15 (+3 eff.) Damage +30% darkness defense ------ Affinity +20% darkness Stealth +20 other ------- Talents +1 Command Staff A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +10 Cun offense ------ Spell Crit +5% Spellpower +31 (+7 eff.) Damage +30% blight +18% fire On-Hit (Melee): * 10% chance to slow global speed by 81% defense ------ Resistance +14% temporal +15% darkness +3% nature Out-of-Phase Defense +16 Out-of-Phase Resistance +23% Out-of-Phase Resilience +25% other ------- Mana/turn +0.60 Max hate +6.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 15 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 67% Damage Multiplier 100% Range +8 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam While equipped: Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. This item has been sent to the Item's Vault. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon [Unique] Psionic/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 110% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Mind Crit +7% Steampower +5 (+1 eff.) Mindpower +15 (+2 eff.) Throw the gun and cause it to explode, dealing by 352 mind damage (based on Cunning and Willpower) to all targets in an area, attempting to put them to sleep, and disarming yourself for 3 turns. Uses 10 power out of 20/20 This isn't so much a gun, as it is the idea of a gun. You'll be able to remember it pretty easily if you lose it. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 120% Range +7 Projectile Speed +600% On Hit: * every third hit always crits. Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon [Rare] Arcane/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +20 cold On-Hit, radius 1 +24 darkness Uses 2.0 Steam While equipped: Stats +10 Str +7 Dex +24 Wil offense ------ Damage +73% cold defense ------ Resistance +15% light +8% arcane Physical save +18 (+3 eff.) Disease Resist +34% Silence Resist +34% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Critical Rate -10.0% Attack Speed 100% Damage Multiplier 100% Range +6 Projectile Speed +1500% On Crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: offense ------ Critical power +50.00% other ------- Talents +3 Surekill "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
![]() 4.0 Encumbrance T4 steamgun 1H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 120% Range +7 Projectile Speed +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
![]() 4.0 Encumbrance T3 steamgun 1H weapon [Unique] Psionic/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 90% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Mind Crit +2% Steampower +5 (+1 eff.) Mindpower +10 (+2 eff.) Steam Speed +10% Mind Speed +10% other ------- Cooldown Boiling Shot -1 Vacuum Shot -1 Blunt Shot -1 This gun is engraved with a strange material which focuses mental powers. It seems like your mind will operate even faster with this equipped. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Attack Speed 100% Damage Multiplier 125% Range +7 Projectile Speed +300% Damage Conversion 80% fire burn Uses 2.0 Steam Flare: Effective talent level: 4.5 Power cost 10 out of 20/20. Range 10 Cooldown: 6 Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 6 turns. Enemies within the illuminated area lose 37 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. This item has been sent to the Item's Vault. |
![]() 9.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Damage Multiplier 125% Range +6 Projectile Speed +600% Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon [Unique] Psionic/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 110% Range +10 Projectile Speed +600% On Hit: * deal 195.52 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: offense ------ Steam Crit +5% Mind Crit +5% Steampower +15 (+3 eff.) Mindpower +15 (+2 eff.) other ------- Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 18.0 - 27.0 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +3.0% Attack Speed 100% Block +60 Damage Conversion 50% ice On-Hit, radius 1 +0 20% chance of physical repulsion Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +7 (+1 eff.) Fatigue +9% Pierce Iceblocks +40% other ------- Talents +1 Block Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 40.0 - 60.0 Occult Uses 150% Mag, 40% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +45 Attack Speed 100% Block +50 Uses 1.0 Steam While equipped: Stats +9 Cun +9 Mag offense ------ Spell Speed +10% defense ------ Fatigue +15% Spell save +10 (+2 eff.) Silence Resist +40% other ------- Talents +3 Block +4 Electron Incantation Increases the steam your arcane dynamo generate per 10 points of mana by 2. Saws made of metal? That is no good for a discerning Technomancer so Galen made a saw out of pure arcane forces! |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Psionic/Steamtech Weapon Damage 36.0 - 54.0 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +14.0% Attack Speed 100% Block +50 Lifesteal +5% On-hit +10% gloom effects Uses 1.0 Steam While equipped: defense ------ Armor +8 Defense +12 (+2 eff.) Fatigue +10% other ------- 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 Encumbrance T4 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 28.0 - 42.0 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +9.0% Attack Speed 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: defense ------ Armor +10 Defense +8 (+1 eff.) Fatigue +9% other ------- 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 Encumbrance T5 steamsaw 2H weapon [Unique] Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +180 Uses 1.0 Steam While equipped: defense ------ Armor +19 Defense +14 (+2 eff.) other ------- Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
![]() 3.0 Encumbrance T5 steamsaw 2H weapon [Unique] Steamtech Weapon Damage 25.0 - 37.5 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +150 Recursive +2 Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +11 (+2 eff.) Fatigue +13% other ------- Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Unique] Nature/Steamtech Weapon Damage 17.0 - 25.5 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% Block +44 Uses 1.0 Steam While equipped: defense ------ Armor +6 Defense +5 (+1 eff.) Fatigue +8% other ------- Talents +1 Block Ritch Larva Infect: Effective talent level: 3.5 Power cost 15 out of 30/30. Range melee/personal Cooldown: 7 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 8.95 to 44.76 physical damage each turn (increasing as they grow). After the gestation period is complete, each larva will rip itself free of its host, dealing 29.84 physical and 65.23 fire damage. Is that... an ovipositor? |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Unique] Nature/Steamtech Weapon Damage 27.0 - 40.5 Nature Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +3.0% Attack Speed 100% Block +50 On Kill: * summon a treant (5 turn cooldown) Uses 1.0 Steam While equipped: defense ------ Armor +14 Defense +4 (+1 eff.) Fatigue +8% other ------- Talents +1 Block "Spread the wonders of nature even quicker than ever with this seed injecting steamsaw! Your former enemies will be freshly grown trees before you even know it!" |
![]() 3.0 Encumbrance T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Weapon Damage 50.0 - 75.0 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +150 Lifesteal +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: defense ------ Armor +18 Defense +14 (+2 eff.) Fatigue +15% other ------- 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... |
![]() 3.0 Encumbrance T4 trident 2H weapon [Unique] Nature Weapon Damage 80.0 - 112.0 Physical Uses 40% Wil, 50% Mag, 140% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 100% On-hit +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: offense ------ Damage +20% cold Accuracy +10 (+2 eff.) defense ------ Resistance +25% cold Spell save +18 (+4 eff.) other ------- See Invis +2 Freeze: Effective talent level: 4.5 Power cost 30 out of 150/150. Range 10 Cooldown: 7 Travel.spd instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 470.22. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Rare] Master Weapon Damage 38.0 - 53.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +20 darkness +16 cold On-crit, radius 2 +28 blight +28 cold +34 mind +32 acid While equipped: offense ------ Physical Crit +15.0% Critical power +35.00% Damage +45% blight +21% mind +24% acid Ignore Armor +14 On-Hit (Melee): * 34% chance to reduce strength, dexterity, and constitution by 37 * 34% chance to reduce armor by 48% defense ------ Resistance +12% mind One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Rare] Nature Weapon Damage 38.5 - 53.9 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +16 nature While equipped: Stats +8 Wil offense ------ Mind Crit +8% Mindpower +50 (+8 eff.) Damage +45% mind Ignore resists +40% fire +25% mind +42% cold defense ------ Resistance +34% darkness other ------- Max psi +40.00 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Unique] Psionic Weapon Damage 38.0 - 53.2 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex offense ------ Ignore resists +30% physical Accuracy +40 (+7 eff.) Ignore Armor +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 38.5 - 53.9 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +85 fire While equipped: offense ------ Physical Crit +15.0% Critical power +35.00% Global Speed +11% Ignore resists +25% fire Ignore Armor +11 One-handed war axes. |
![]() 3.0 Encumbrance T3 whip 1H weapon [Unique] Psionic Weapon Damage 19.0 - 20.9 Mind Uses 60% Wil, 10% Cun, 50% Mag 70% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Accuracy Stat Wil Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% On Crit: * Try to fry your enemies brain (25% chance to brainlock) While equipped: offense ------ Mind Crit +3% Mindpower +10 (+2 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 5 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
![]() 3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Devouring flames Uses 40% Wil, 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: offense ------ Spellpower +15 (+3 eff.) Damage +20% blight +20% fire other ------- See Invis +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() 1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+3 eff.) Spell save +15 (+4 eff.) Mind save +15 (+2 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil offense ------ Damage +0% acid +0% fire +0% nature +0% blight defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T5 belt armor [Unique] Psionic While equipped: defense ------ Fatigue +5% Resistance +30% lightning Stun Resist +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Dex +6 Cun +7 Con offense ------ Physical Crit +15.0% Spell Crit +5% Mind Crit +17% Physical Power +13 (+1 eff.) Damage +0% acid +0% blight +0% fire +0% nature +10% all Ignore resists +10% light defense ------ Resistance +15% cold +13% fire +4% physical Physical save +9 (+1 eff.) other ------- Psi when Hit +0.04 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +2 Mag +2 Wil +8 Cun +4 Con offense ------ Physical Crit +26.0% Spell Crit +5% Mind Crit +20% Critical power +15.00% Physical Power +6 (+0 eff.) Damage +0% acid +0% blight +0% fire +0% nature +10% all Ignore resists +35% darkness defense ------ Crit Resistance 20.00% Life Regen +3.10 Healmod +29% A belt that goes around your waist. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Arcane While equipped: Stats +9 Mag offense ------ Spell Crit +6% Critical power +30.00% Spellpower +60 (+12 eff.) Spellpower/crit +17 Damage +12% arcane +27% light Ignore resists +14% arcane defense ------ Defense +3 (+1 eff.) Resistance +21% blight +24% lightning Crit Resistance 25.32% Pinning Resist +34% other ------- Mana-on-crit +3.38 Max mana +82.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+0 eff.) defense ------ Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 327 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 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+2 eff.) Resistance +12% arcane +12% darkness Shield Duration +1 Shield Power +15% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 3.5 Power cost 14 out of 28/28. Range 7 Cooldown: 7 Travel.spd instantaneous Is: a spell and 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 267.45 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 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag offense ------ Damage +25% cold When Hit 60 ice defense ------ Defense +12 (+2 eff.) Resistance +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 499.80 cold damage and condensing the air into freezing vapors that deal 166.60 cold damage (based on Magic) each turn for 10 turns. Uses 15 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+0 eff.) Move Speed +10% defense ------ Defense +10 (+2 eff.) Physical save +10 (+2 eff.) other ------- Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: defense ------ Armor +10 Defense +20 (+3 eff.) Resistance +15% physical Physical save +40 (+8 eff.) other ------- Masteries +0.20 Steamtech/Avoidance Cloaking Device: Effective talent level: 2.5 Power cost 30 out of 60/60. Range melee/personal Cooldown: 22 Travel.spd instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 152 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
![]() 2.0 Encumbrance T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex offense ------ Steam Crit +10% Steampower +10 (+2 eff.) defense ------ Defense +8 (+1 eff.) Resistance +0% nature +0% cold other ------- Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+3 eff.) Resistance +0% lightning Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons Cunning and malice seem to emanate from this cloak. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Max Resistance +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 25 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 2.5 Power cost 30 out of 60/60. Range melee/personal Cooldown: 49 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 11 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 327.28 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +2 Wil offense ------ Mind Crit +3% Critical power +20.00% Mindpower +10 (+2 eff.) defense ------ Armor +10 Defense +18 (+3 eff.) Resistance +10% acid +10% fire +18% blight +10% cold +20% nature +10% lightning Physical save +25 (+5 eff.) Spell save +25 (+6 eff.) Mind save +20 (+3 eff.) Life Regen +7.00 Healmod +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Ego++] Arcane/Master While equipped: offense ------ Spell Crit +5% Critical power +29.00% Spellpower +10 (+2 eff.) Damage +15% arcane +25% darkness Ignore resists +15% arcane +19% darkness defense ------ Defense +3 (+1 eff.) Resistance +25% darkness +0% lightning Stealth +21 other ------- Max mana +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Physical Power +10 (+1 eff.) Spellpower +30 (+6 eff.) defense ------ Defense +6 (+1 eff.) Resistance +15% all Spell save +25 (+6 eff.) Blind Resist +50% other ------- See Invis +10 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+3 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+2 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +12 (+2 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+2 eff.) Resistance +25% nature +13% all Physical save +15 (+3 eff.) Life Regen +0.20 Healmod +15% other ------- 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 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+3 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+3 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+7 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
![]() 2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+2 eff.) Resistance +7% all +15% cold other ------- 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 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+5 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 2.5 Power cost 25 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+4 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+3 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 4.5 Power cost 8 out of 20/20. Range 9 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: Stats +5 Cun +3 Wil offense ------ Mindpower +31 (+5 eff.) Damage +43% mind Ignore resists +26% acid defense ------ Resistance +38% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Arcane While equipped: Stats +9 Dex +9 Mag offense ------ Physical Crit +7.0% Damage +60% temporal +29% physical Ignore resists +40% temporal +50% physical Accuracy +43 (+7 eff.) Ignore Armor +6 defense ------ Resistance +6% physical +12% temporal +15% all Anomaly Control +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+1 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (350 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (587 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 9 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: Stats +5 Dex offense ------ Damage +44% temporal Ignore resists +20% darkness +12% temporal Accuracy +20 (+4 eff.) On-Hit (Melee): * 29% chance to reduce all saves and defense by 51 defense ------ Armor +15 Resistance +54% darkness +24% temporal Physical save +26 (+5 eff.) Out-of-Phase Defense +28 Out-of-Phase Resistance +20% Out-of-Phase Resilience +25% other ------- Stamina/turn +4.37 A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 25 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +13 (+3 eff.) Damage +15% blight +15% fire +15% darkness defense ------ Armor +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Effective talent level: 4.5 Power cost 15 out of 40/40. Range melee/personal Cooldown: 19 Travel.spd instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 76.57 blight damage and is poisoned for 306.27 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+1 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Mind Crit +6% Critical power +15.00% Move Speed +25% When Hit 10 mind defense ------ Armor +4 Fatigue +3% Resistance +9% darkness other ------- EQ when Hit +0.24 Max psi +51.96 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 14.0 - 15.4 Physical Uses 70% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag offense ------ Spell Crit +10% Spellpower +10 (+2 eff.) Damage +12% physical Ignore resists +15% physical defense ------ Armor +12 Resistance +10% physical other ------- Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Weapon Damage 39.0 - 54.6 Physical Uses 60% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 83% On-Hit, radius 1 +50 gravity On-crit, radius 2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Effective talent level: 5.5 Power cost 15 out of 30/30. Range 10 Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 143.35 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Effective talent level: 3.5 Power cost 3 out of 6/6. Range 10 Cooldown: 2 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 498.38 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +15 other ------- Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Weapon Damage 38.0 - 53.2 Physical Uses 60% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Effective talent level: 4.5 Power cost 13 out of 25/25. Range 3 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 171% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 2.0 Encumbrance T5 head armor [Rare] Psionic While equipped: Stats +0 Cun offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +17% Critical power +25.00% Mindpower +40 (+7 eff.) Damage +12% acid +44% mind +10% all Ignore resists +20% acid On-Hit (Melee): * 29 arcane resource burn defense ------ Defense +3 (+1 eff.) Resistance +9% blight +21% cold +20% mind +18% temporal Physical save +14 (+2 eff.) Mind save +20 (+3 eff.) other ------- Hate-on-crit +6.00 Max psi +40.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-2 eff.) Spellpower -10 (-2 eff.) Mindpower -10 (-2 eff.) defense ------ Defense -10 (-2 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +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 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+3 eff.) Mindpower +15 (+2 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
![]() 3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck offense ------ Damage +10% physical +10% fire defense ------ Armor +9 Defense +5 (+1 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 4.5 Power cost 23 out of 45/45. Range melee/personal Cooldown: 18 Travel.spd instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 382.58 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 2.0 Encumbrance T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex offense ------ Physical Crit +10.0% Steam Crit +15% Damage +10% physical Ignore resists +15% physical Accuracy +40 (+7 eff.) Ignore Armor +15 defense ------ Defense +15 (+3 eff.) Blind Resist +100% other ------- 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. |
![]() 3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil defense ------ Armor +12 Fatigue +8% Resistance +15% light +15% mind +10% arcane Life Regen +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 10 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +12 Str +10 Wil +0 Cun offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Critical power +15.00% Damage +10% all defense ------ Armor +14 Defense +6 (+1 eff.) Fatigue +5% Resistance +14% blight +6% light +7% all Physical save +15 (+3 eff.) Mind save +13 (+2 eff.) other ------- Psi when Hit +0.12 Max hate +10.00 Max psi +30.00 Light +1 Skullcracker: Puts all charms on 10 turn cooldown Effective talent level: 4.5 Power cost 10 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2134.1 Physical damage. If the attack hits, the target is confused (44% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
![]() 3.0 Encumbrance T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +10% darkness other ------- 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 Encumbrance T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun offense ------ Accuracy +20 (+4 eff.) defense ------ Defense +10 (+2 eff.) Blind Resist +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 15 power out of 30/30 How do these even work? |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +10 Cun +5 Con offense ------ Physical Crit +5.0% Spell Crit +7% Mind Crit +5% Critical power +20.00% Damage +10% all Accuracy +9 (+2 eff.) When Hit: * 18% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +12 (+2 eff.) Fatigue +5% Resistance +14% nature Physical save +15 (+3 eff.) Spell save +10 (+2 eff.) Mind save +15 (+2 eff.) Life +106.00 Healmod +17% other ------- Mana/turn +0.08 Vim-on-crit +2.00 Battle Cry: Puts all charms on 14 turn cooldown Effective talent level: 3.5 Power cost 14 out of 28/28. Range melee/personal Cooldown: 27 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 hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +16 Str offense ------ Damage +51% fire Ignore resists +42% mind defense ------ Armor +5 Fatigue +5% other ------- EQ when Hit +0.28 Max hate +16.88 Light +5 See Invis +27 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +8 Wil offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Mindpower +6 (+1 eff.) Damage +16% acid +20% fire +10% all Ignore resists +20% physical defense ------ Defense +3 (+1 eff.) Resistance +24% acid +30% fire other ------- Stamina/turn +3.03 Mana/turn +0.12 A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% fire +20% cold +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 4.5 Power cost 25 out of 80/80. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 236.25 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 9.0 Encumbrance T5 light armor [Unique] Nature/Disrupt While equipped: offense ------ Mindpower +10 (+2 eff.) defense ------ Armor +10 Defense +10 (+2 eff.) Fatigue +20% Resistance +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell save +20 (+5 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 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun offense ------ Critical power +20.00% Spellpower +10 (+2 eff.) Damage +20% darkness +20% cold When Hit 15 darkness 15 cold defense ------ Armor +18 Hardiness +15% Defense +18 (+3 eff.) Resistance +30% temporal +30% darkness +30% cold Stealth +10 other ------- Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 45, based on Cunning and Magic) for 10 turns. Uses 25 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 Encumbrance T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag offense ------ Spellpower +10 (+2 eff.) On-Hit 25 vim draining blight When Hit 25 vim draining blight defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+1 eff.) Disease Resist +100% other ------- Max vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Effective talent level: 6.5 Power cost 6 out of 12/12. Range 10 Cooldown: 4 Travel.spd 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 539.33 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() 9.0 Encumbrance T3 light armor [Unique] Steamtech While equipped: defense ------ Armor +7 Defense +6 (+1 eff.) Fatigue +7% Physical save +15 (+3 eff.) other ------- Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
![]() 9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+3 eff.) On-Hit 15 light 30 fire On-Ranged-Hit 15 light 30 fire Damage +20% fire +5% light +10% all Ignore resists +10% light +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+3 eff.) Resistance +20% fire +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 5.5 Power cost 6 out of 16/16. Range melee/personal Cooldown: 4 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 734.07 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 9.0 Encumbrance T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con defense ------ Armor +7 Defense +6 (+1 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+2 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 Encumbrance T5 light armor [Rare] Psionic While equipped: Stats +5 Str +5 Mag +6 Cun offense ------ Critical power +33.76% Damage +21% nature Ignore resists +35% mind When Hit 16 mind defense ------ Armor +16 Defense +35 (+6 eff.) Fatigue +8% Resistance +15% lightning +24% temporal Mind save +20 (+3 eff.) other ------- Light +5 See Invis +36 A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con offense ------ Physical Power +10 (+1 eff.) When Hit 30 physical defense ------ Armor +30 Fatigue +25% Resistance +20% physical Physical save +15 (+3 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 716.10 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 13 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +6 Con defense ------ Armor +32 Hardiness +10% Defense +20 (+3 eff.) Fatigue +15% Resistance +25% darkness +25% fire Physical save +40 (+8 eff.) Healmod -30% Stun Resist +40% Knockbk Resist +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
![]() 17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +15 Str +25 Mag offense ------ Spellpower +25 (+5 eff.) defense ------ Armor +50 Defense +40 (+7 eff.) Fatigue +70% Resistance +10% all Physical save +35 (+7 eff.) Spell save +35 (+9 eff.) Life +270.00 Life Regen +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. |
![]() 17.0 Encumbrance T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Mindpower +10 (+2 eff.) When Hit: * 20% chance to cause random gloom defense ------ Armor +40 Defense +15 (+3 eff.) Fatigue +17% Resistance +15% acid +15% light +20% blight +25% mind +20% darkness Physical save +15 (+3 eff.) Mind save +25 (+4 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +4 Masteries +0.20 Cursed/Gloom Dominate: Effective talent level: 3.5 Power cost 8 out of 25/25. Range 2 Cooldown: 7 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 5 turns and vulnerable to attacks. They will lose 17 Armour, 25 Defense and your attacks will gain 33% 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. |
![]() 17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Physical Power +10 (+1 eff.) defense ------ Armor +35 Defense +25 (+4 eff.) Fatigue +15% Resistance +15% acid +20% darkness +15% blight +25% fire +20% cold Physical save +15 (+3 eff.) Spell save +25 (+6 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression +0.20 Corruption/Wrath Shadow Power +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
![]() 17.0 Encumbrance T4 massive armor [Rare] Arcane While equipped: Stats +5 Str +6 Dex +5 Con offense ------ Critical power +24.98% Damage +21% mind defense ------ Armor +13 Fatigue +22% Resistance +17% light +18% darkness other ------- Max hate +12.49 Light +3 A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T3 shield armor [Unique] Nature When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 40% Wil, 50% Mag, 100% Cun Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +120 While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+1 eff.) Ranged Defense +8 (+1 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 57.0 - 68.4 Stunning fire Uses 40% Wil, 50% Mag, 100% Cun Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +7.0% Block +235 Damage Conversion 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: offense ------ Spellpower +8 (+2 eff.) When Hit 24 darkness 24 fire defense ------ Armor +18 Defense +8 (+1 eff.) Ranged Defense +12 (+2 eff.) Fatigue +25% Resistance +20% darkness +35% fire other ------- Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Nature/Disrupt When used to Attack: Weapon Damage 52.0 - 62.4 Physical Uses 40% Wil, 50% Mag, 100% Cun Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +240 Damage Conversion 30% nature 10% manaburn arcane While equipped: offense ------ When Hit 15 nature defense ------ Armor +12 Defense +18 (+3 eff.) Ranged Defense +12 (+2 eff.) Fatigue +22% Resistance +35% blight +15% nature Spell save +24 (+6 eff.) Disease Resist +60% other ------- Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 12 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() 7.0 Encumbrance T5 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 79.5 - 95.4 Physical Uses 40% Wil, 50% Mag, 100% Cun Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +338 On-hit +16 cold On-Hit, radius 1 +12 nature On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Con offense ------ Physical Crit +18.0% Physical Power +12 (+1 eff.) Damage +6% nature When Hit 4 acid 4 nature When Hit: * 34% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +21 Fatigue +8% Resistance +6% acid +17% temporal Physical save +12 (+2 eff.) other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 58.0 - 69.6 Fire Uses 40% Wil, 50% Mag, 100% Cun Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +220 While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+3 eff.) Ranged Defense +15 (+3 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 Encumbrance T5 shield armor [Rare] Master When used to Attack: Weapon Damage 64.5 - 77.4 Physical Uses 40% Wil, 50% Mag, 100% Cun Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +189 On-hit +20 mind On-Hit, radius 1 +34 darkness On Hit: * 34% chance to slow global speed by 81% * 34% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Damage +30% nature Ignore resists +40% nature On-Hit (Melee): * 34% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +10 Fatigue +8% Resistance +30% lightning +24% mind +34% nature +18% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 48.0 - 57.6 Ice Uses 40% Wil, 50% Mag, 100% Cun Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: defense ------ Armor +20 Defense +5 (+1 eff.) Ranged Defense +12 (+2 eff.) Fatigue +10% Resistance +25% cold +25% fire other ------- Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Nature When used to Attack: Weapon Damage 52.0 - 62.4 Light Uses 40% Wil, 50% Mag, 100% Cun Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+1 eff.) Damage +10% fire +15% mind +15% light Ignore resists +10% fire +10% light +10% mind defense ------ Armor +15 Defense +17 (+3 eff.) Ranged Defense +17 (+3 eff.) Fatigue +12% Resistance +12% mind +10% fire +20% light +15% darkness Mind save +18 (+3 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 185.74 to 232.17 light damage (based on Willpower and Cunning). Uses 6 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 50.0 - 60.0 Temporal Uses 40% Wil, 100% Cun, 70% Mag Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: offense ------ Spellpower +12 (+3 eff.) defense ------ Armor +4 Defense +8 (+1 eff.) Ranged Defense +10 (+2 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+5 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 52.0 - 62.4 Darkness Uses 40% Wil, 50% Mag, 100% Cun Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +200 While equipped: offense ------ When Hit 10 darkness defense ------ Armor +9 Defense +12 (+2 eff.) Ranged Defense +15 (+3 eff.) Fatigue +28% Resistance +0% all other ------- Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield Shadow Power +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 40% Wil, 50% Mag, 100% Cun Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+3 eff.) Ranged Defense +10 (+2 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Weapon Damage 50.0 - 60.0 Light Uses 40% Wil, 50% Mag, 100% Cun Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +280 While equipped: defense ------ Armor +20 Defense +16 (+3 eff.) Ranged Defense +17 (+3 eff.) Fatigue +14% Resistance +30% blight +30% darkness Spell save +19 (+5 eff.) other ------- Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
![]() 7.0 Encumbrance T5 shield armor [Rare] Master When used to Attack: Weapon Damage 67.5 - 81.0 Physical Uses 40% Wil, 50% Mag, 100% Cun Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +385 While equipped: Stats +9 Str +7 Dex +6 Con offense ------ Damage +33% darkness Accuracy +35 (+6 eff.) defense ------ Armor +47 Fatigue +8% Resistance +27% darkness Physical save +15 (+3 eff.) other ------- Stamina/turn +5.08 Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 68.0 - 95.2 Physical Uses 40% Wil, 50% Dex, 50% Mag 70% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +100 Critical Rate +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 3.0 Encumbrance T5 arrow ammo [Rare] Nature Weapon Damage 81.0 - 113.4 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 23 Projectile Speed +338% On-ranged-hit +29 nature +34 physical On-Hit, radius 1 +34 physical On-crit, radius 2 +32 physical While equipped: other ------- Reload +7 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 arrow ammo [Unique] Psionic Weapon Damage 24.0 - 33.6 Mind Uses 60% Wil, 60% Dex, 50% Mag 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 34.0 - 47.6 Bright light Uses 40% Wil, 60% Dex, 70% Mag 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Arcane Weapon Damage 45.0 - 63.0 Void Uses 40% Wil, 70% Dex, 90% Mag 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +120 Critical Rate +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 25 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +3 Str +12 Dex offense ------ Physical Power +17 (+2 eff.) Move Speed +20% Ignore resists +5% light When Hit 4 blight defense ------ Resistance +9% blight +9% light +12% lightning Life +37.00 other ------- Max stamina +30.00 Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str offense ------ Damage +7% nature defense ------ Armor +3 Defense +6 (+1 eff.) Resistance +6% acid +7% physical +17% nature +9% lightning Life +88.00 Pinning Resist +20% other ------- Max stamina +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +4 Cun +8 Str offense ------ Critical power +20.00% Physical Power +20 (+2 eff.) Damage +21% darkness Ignore resists +31% mind When Hit 12 arcane defense ------ Armor +14 Fatigue -9% Mind save +22 (+3 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+1 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 5.5 Power cost 15 out of 30/30. Range 10 Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 143.35 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +8 Str +4 Dex +5 Mag +8 Cun offense ------ Physical Crit +7.0% Physical Power +43 (+5 eff.) Accuracy +43 (+7 eff.) defense ------ Fatigue -10% Crit Resistance 20.00% Physical save +12 (+2 eff.) other ------- See Invis +12 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? This item has been sent to the Item's Vault. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. This item has been sent to the Item's Vault. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 2.0 Encumbrance T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 15 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 50 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 Encumbrance T5 lite [Rare] Arcane While equipped: Stats +10 Str +14 Mag +8 Con offense ------ Damage +15% acid +24% arcane +18% mind Ignore resists +42% mind +42% nature When Hit 10 acid 19 fire defense ------ Resistance +10% fire Crit Resistance 25.23% other ------- Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T3 lite [Rare] Disrupt While equipped: offense ------ Critical power +20.00% Accuracy +20 (+4 eff.) defense ------ Resistance +18% nature +3% all Physical save +18 (+3 eff.) Spell save +11 (+3 eff.) other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 3.5 Power cost 13 out of 25/25. Range 6 Cooldown: 9 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 764.31 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 764.31 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 483 cold damage (based on your Magic). Uses 10 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+2 eff.) Mindpower +10 (+2 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 6.5 Power cost 8 out of 25/25. Range 10 Cooldown: 0 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 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+2 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +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 Encumbrance T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Physical Power +12 (+1 eff.) Spellpower +12 (+3 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid Item imbue powers: Stats +6 Mag +6 Con Physical Power +12 (+1 eff.) Spellpower +12 (+3 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
![]() 0.0 Encumbrance 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 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 101 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 62] amazing fiery salve [power 62]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 240% efficiency and 86% cooldown modifier. Remove 3 magical effects and grants a fiery aura (62% fire, light and lightning affinity) Puts Talent Medical Injector on 13 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 62] amazing frost salve [power 62]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 240% efficiency and 86% cooldown modifier. Remove 3 physical effects and grants a frost aura (62% cold, darkness and nature affinity) Puts Talent Medical Injector on 13 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 893] amazing healing salve [power 893]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 240% efficiency and 86% cooldown modifier. Heal 893 Puts Talent Medical Injector on 8 turn cooldown Medical salve. |
amazing water salve [power 62] amazing water salve [power 62]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 240% efficiency and 86% cooldown modifier. Remove 3 mental effects and grants a water aura (62% blight, mind and acid affinity). Puts Talent Medical Injector on 13 turn cooldown Activation is instant. Medical salve. |
![]() 3.0 Encumbrance T3 shot ammo [Unique] Nature/Psionic Weapon Damage 17.0 - 20.4 Mind Uses 40% Wil, 60% Dex, 50% Mag 60% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. While equipped: A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Nature/Steamtech Weapon Damage 22.0 - 26.4 Nature Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) While equipped: Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
![]() 3.0 Encumbrance T5 shot ammo [Unique] Arcane/Steamtech Weapon Damage 35.0 - 42.0 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. While equipped: Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
![]() 3.0 Encumbrance T5 shot ammo [Ego++] Master Weapon Damage 70.5 - 84.6 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +17 Critical Rate +29.0% Capacity 22 Projectile Speed +200% On Crit: * Wound the target dealing 472 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+0 eff.) Mindpower +3 (+0 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+2 eff.) Psionic Pull: Effective talent level: 4.5 Power cost 9 out of 35/35. Range melee/personal Cooldown: 5 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 222 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +6 Wil offense ------ Critical power +20.00% Damage +36% arcane +24% blight Ignore resists +31% blight +30% temporal Ignore Shields +37% defense ------ Spell save +15 (+4 eff.) Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 8 turn cooldown 100% to increase all damage penetration by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+1 eff.) When Hit: * 18% chance to slow global speed by 81% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+5 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 25 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+1 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 5 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +2 Con offense ------ Physical Power +10 (+1 eff.) Damage +24% physical +18% cold defense ------ Resistance +9% light +6% cold Physical save +12 (+2 eff.) Fire a magical bolt dealing 252 cold damage Puts all charms on 8 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +10 Con +5 Wil offense ------ Damage +24% arcane Ignore resists +15% arcane On-Hit (Melee): * 25% chance to reduce strength, dexterity, and constitution by 37 * 25% chance to gain 10% of a turn (3/turn limit) defense ------ Crit Resistance 18.73% Out-of-Phase Defense +19 Out-of-Phase Resistance +19% Out-of-Phase Resilience +19% Fire a magical bolt dealing 1254 fire damage Puts all charms on 8 turn cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+2 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 294.88 temporal and 271.60 darkness damage (based on Magic). Uses 10 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: Stats +9 Cun +6 Mag offense ------ Critical power +28.84% Mindpower +20 (+3 eff.) Damage +15% mind +12% darkness Accuracy +35 (+6 eff.) Ignore Armor +8 defense ------ Defense +35 (+6 eff.) Crit Resistance 21.63% Create a shield absorbing up to 518 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 10 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 15 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+1 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Nudist Orc the Orc Annihilator level 16
23rd Revenge 124th year of Ascendancy at 13:26 see stats
By Nudist Orc the Orc Annihilator level 50
45th Revenge 125th year of Ascendancy at 01:12 see stats
By Nudist Orc the Orc Annihilator level 15
15th Revenge 124th year of Ascendancy at 19:33 see stats
By Nudist Orc the Orc Annihilator level 50
28th Remembrance 125th year of Ascendancy at 01:25 see stats
By Nudist Orc the Orc Annihilator level 50
10th Retaking 125th year of Ascendancy at 05:34 see stats
By Nudist Orc the Orc Annihilator level 50
12nd Pain 125th year of Ascendancy at 08:18 see stats
By Nudist Orc the Orc Annihilator level 50
5th Remembrance 125th year of Ascendancy at 19:12 see stats
By Nudist Orc the Orc Annihilator level 50
10th Pain 125th year of Ascendancy at 18:23 see stats
By Nudist Orc the Orc Annihilator level 50
33rd Remembrance 125th year of Ascendancy at 02:47 see stats
By Nudist Orc the Orc Annihilator level 46
42nd Destruction 124th year of Ascendancy at 21:06 see stats
By Nudist Orc the Orc Annihilator level 44
32nd Destruction 124th year of Ascendancy at 08:25 see stats
By Nudist Orc the Orc Annihilator level 41
17th Destruction 124th year of Ascendancy at 21:29 see stats
By Nudist Orc the Orc Annihilator level 50
49th Revenge 125th year of Ascendancy at 02:10 see stats
By Nudist Orc the Orc Annihilator level 50
16th Revenge 125th year of Ascendancy at 02:08 see stats
By Nudist Orc the Orc Annihilator level 44
24th Destruction 124th year of Ascendancy at 19:54 see stats
By Nudist Orc the Orc Annihilator level 10
37th Retaking 124th year of Ascendancy at 02:03 see stats
By Nudist Orc the Orc Annihilator level 20
22nd Pain 124th year of Ascendancy at 01:33 see stats
By Nudist Orc the Orc Annihilator level 30
29th Dearth 124th year of Ascendancy at 04:21 see stats
By Nudist Orc the Orc Annihilator level 40
4th Destruction 124th year of Ascendancy at 20:00 see stats
By Nudist Orc the Orc Annihilator level 50
5th Remembrance 125th year of Ascendancy at 00:35 see stats
By Nudist Orc the Orc Annihilator level 22
23rd Pain 124th year of Ascendancy at 12:00 see stats
By Nudist Orc the Orc Annihilator level 50
50th Revenge 125th year of Ascendancy at 11:23 see stats
By Nudist Orc the Orc Annihilator level 50
50th Revenge 125th year of Ascendancy at 11:23 see stats
By Nudist Orc the Orc Annihilator level 11
48th Retaking 124th year of Ascendancy at 23:34 see stats
By Nudist Orc the Orc Annihilator level 40
5th Destruction 124th year of Ascendancy at 04:45 see stats
By Nudist Orc the Orc Annihilator level 50
21st Revenge 125th year of Ascendancy at 19:25 see stats
By Nudist Orc the Orc Annihilator level 50
12nd Remembrance 125th year of Ascendancy at 06:15 see stats
By Nudist Orc the Orc Annihilator level 50
21st Revenge 125th year of Ascendancy at 19:25 see stats
By Nudist Orc the Orc Annihilator level 29
26th Dearth 124th year of Ascendancy at 14:36 see stats
By Nudist Orc the Orc Annihilator level 50
25th Remembrance 125th year of Ascendancy at 12:47 see stats
By Nudist Orc the Orc Annihilator level 38
46th Dearth 124th year of Ascendancy at 09:53 see stats
By Nudist Orc the Orc Annihilator level 50
12nd Pain 125th year of Ascendancy at 12:17 see stats
By Nudist Orc the Orc Annihilator level 40
5th Destruction 124th year of Ascendancy at 05:10 see stats
By Nudist Orc the Orc Annihilator level 50
50th Remembrance 125th year of Ascendancy at 15:45 see stats
By Nudist Orc the Orc Annihilator level 26
5th Dearth 124th year of Ascendancy at 14:31 see stats
By Nudist Orc the Orc Annihilator level 17
17th Pain 124th year of Ascendancy at 08:43 see stats
By Nudist Orc the Orc Annihilator level 50
27th Remembrance 125th year of Ascendancy at 08:12 see stats
By Nudist Orc the Orc Annihilator level 50
50th Revenge 125th year of Ascendancy at 11:23 see stats
By Nudist Orc the Orc Annihilator level 50
28th Remembrance 125th year of Ascendancy at 01:25 see stats
By Nudist Orc the Orc Annihilator level 27
25th Dearth 124th year of Ascendancy at 23:36 see stats
By Nudist Orc the Orc Annihilator level 50
36th Remembrance 125th year of Ascendancy at 23:26 see stats
By Nudist Orc the Orc Annihilator level 50
50th Revenge 125th year of Ascendancy at 17:01 see stats
By Nudist Orc the Orc Annihilator level 32
37th Dearth 124th year of Ascendancy at 04:32 see stats
By Nudist Orc the Orc Annihilator level 32
31st Dearth 124th year of Ascendancy at 05:36 see stats
By Nudist Orc the Orc Annihilator level 12
49th Retaking 124th year of Ascendancy at 04:46 see stats
By Nudist Orc the Orc Annihilator level 50
50th Revenge 125th year of Ascendancy at 23:56 see stats
By Nudist Orc the Orc Annihilator level 50
9th Pain 125th year of Ascendancy at 14:37 see stats
Log
Today is the 12nd Pain of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 14:13.