


















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Gunslinger |
Level / Exp | 50 / 2109% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 133 (base 60) |
Dexterity | 156 (base 66) |
Constitution | 130 (base 27) |
Magic | 50 (base 13) |
Willpower | 55 (base 20) |
Cunning | 156 (base 64) |
Resources
Life | 1860/1860 |
Steam | 130/130 |
Equilibrium | 0 |
Psi | 98/135 |
Healing Factor | 2.5 |
Regeneration | 127.875 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +28.727128731229% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 4 |
See Stealth | 5 |
See Invisible | 15 |
Offense: Mainhand
Damage | 172 |
Accuracy | 113 |
Crit Chance | 120% |
APR | 130 |
Speed | 1.00 |
Offense: Offhand
Damage | 172 |
Accuracy | 113 |
Crit Chance | 120% |
APR | 130 |
Speed | 1.00 |
Offense: Spell
Spellpower | 88 |
Crit Chance | 70% |
Speed | 1 |
Offense: Mind
Mindpower | 96 |
Crit Chance | 66% |
Speed | 1 |
Offense: Damage Bonus
Acid | +30% |
Blight | +48% |
Physical | +81% |
Cold | +50% |
All | +18% |
Darkness | +49% |
Light | +60% |
Temporal | +25% |
Lightning | +30% |
Fire | +69% |
Nature | +75% |
Offense: Damage Penetration
Acid | +100% |
Blight | +75% |
Physical | +54% |
Cold | +78% |
All | +45% |
Darkness | +70% |
Light | +60% |
Temporal | +75% |
Lightning | +70% |
Mind | +50% |
Nature | +55% |
Defense: Base
Armour (hardiness) | 116 (56.58545988864%) |
Defense | 118 |
Ranged Defense | 121 |
Fatigue | 0 |
Physical Save | 78 |
Spell Save | 43 |
Mental Save | 70 |
Defense: Resistances
Acid | + 76%( 76%) |
Blight | + 76%( 76%) |
Physical | + 76%( 76%) |
Cold | + 76%( 76%) |
All | + 91%( 76%) |
Lightning | + 76%( 76%) |
Light | + 76%( 76%) |
Temporal | + 76%( 76%) |
Mind | + 76%( 76%) |
Darkness | + 76%( 76%) |
Fire | + 76%( 76%) |
Nature | + 76%( 76%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 79% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 52% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.8 steam per turn. Can be activated for an instant burst of 84 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 101% efficiency and cooldown mod of 50%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 196% efficiency and cooldown mod of 73%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.6 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.90 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Psionic / Augmented mobility | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Embedded Restoration Systems |
talent | Evasive Shots |
talent | Automated Cloak Tessellation |
talent | Skate |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 33. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed ice wyrm tooth. * You've found the needed xorn fragment. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed black mamba head. * You've found the needed storm wyrm claw. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed warg claw. * You've found the needed faerlhing fang. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed vampire lord fang. * You've found the needed pouch of faeros ash. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +4 Cun ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +2% ---------- misc Talents +5 Rocket Boots Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 18/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Quiver | ![]() 3.0 T5 shot ammo [Ego++] Master Power 75.0 - 90.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +14 Crit +26.0% Capacity 23 Proj.spd +200% On Crit: * Wound the target dealing 394 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Apr +7 On Hit (Melee): * 20% chance to reduce damage dealt by 38% ----- def ----- Armour +7 Blind- +20% Confus- +21% ---------- misc Light +9 See.Stealth +5 See.Invis +15 Track: Puts all charms on 40 cooldown Level 4.4 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 38 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Steamtech The more steam the better! While equipped: Stats +15 Str +9 Dex +6 Cun +15 Con dps ---------- Dmg.mod +6% darkness Res.pen +5% lightning Melee Ret 2 temporal On Hit (Melee): * 22% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +23 Defense +11 (+2 eff.) Fatigue +10% Resists +18% darkness +15% blight +20% light +35% mind +16% all Phys.save +13 (+3 eff.) Mind.save +21 (+6 eff.) Blind- +50% ---------- misc Talents +4 Arcane Disruption Wave A Helmet. But with steam power! |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +13 Disarm- +150% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Tool | ![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Crit.mult +25.00% Phys.pwr +39 (+6 eff.) Res.pen +15% lightning +33% cold Acc +30 (+5 eff.) ----- def ----- Resists +6% physical Phys.save +9 (+2 eff.) Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 778 physical damage Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +21 (+4 eff.) Spell.pwr +24 (+5 eff.) Mind.pwr +19 (+4 eff.) Dmg.mod +6% lightning +15% blight +14% light +5% all Res.pen +5% blight ----- def ----- Resists +28% light +12% blight Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+2 eff.) Res.pen +5% light Acc +15 (+3 eff.) Apr +17 Melee Ret 6 light ----- def ----- Defense +16 (+3 eff.) Resists +3% blight Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +11 Dex +7 Mag +8 Wil dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +7% darkness +7% temporal +8% light +8% physical Res.pen +20% blight +5% mind Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +9% mind Res.Cap +6% all Phys.save +26 (+6 eff.) Amulets make your neck look great! |
In main hand | ![]() 4.0 T5 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +20 darkness On Hit.r1 +12 darkness On Hit: * 20% chance to reduce damage dealt by 38% * splashes acid on your target dealing 97 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Res.pen +10% all Acc +20 (+4 eff.) Apr +15 On Hit (Ranged): * 20% chance to slow global speed by 78% ----- def ----- Resists +6% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +13 Dex +11 Cun +9 Lck ----- def ----- Rng.Def +20 (+3 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 41% chance to evade melee and ranged attacks and 65 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | ![]() 4.0 T4 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% On Hit: * chills your foe dealing 49 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: Stats +5 Str +8 Dex +8 Mag +5 Wil +7 Cun +8 Con dps ---------- Phys.crit +8.0% Acc +8 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +13 Con dps ---------- Crit.mult +15.00% Acc +11 (+2 eff.) Apr +10 ----- def ----- Defense +3 (+1 eff.) Resists +12% blight +12% nature +30% lightning Crit.chn- 15.00% Spell.save +10 (+3 eff.) Stealth +9 HP.reg +4.00 Heal.mod +15% Stun/Frz- +50% ---------- misc Stam/turn +0.80 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Random Unique] Arcane/Nature While equipped: dps ---------- Dmg.mod +6% acid +16% physical +21% fire +18% nature +16% cold Res.pen +5% temporal ----- def ----- Resists +16% acid +16% physical +6% darkness +18% cold +9% blight +17% fire +27% nature +13% all Die.at -20.00 life Max.HP +86.00 HP.reg +13.30 Heal.mod +18% Poison- +70% Disease- +90% Cut- +70% ---------- misc Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 124% efficiency and cooldown mod of 71%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 57%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 135% efficiency and cooldown mod of 85%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 237% 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.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 214% efficiency and cooldown mod of 93%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 52 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 378 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 388 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 346 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 799% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 46% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 51% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 11 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 91 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 57 up to 5 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 57 up to 6 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +6% arcane +9% physical Phasing +10% ----- def ----- Resists +35% fire +39% cold ---------- misc Mana/s.crit +1.00 Masteries +0.34 Steamtech/Chemistry Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% lightning +6% nature Res.pen +10% mind Melee Ret 6 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 48 ----- def ----- Resists +13% blight +13% nature +3% mind Poison- +30% Disease- +25% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (188). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Dex dps ---------- Dmg.mod +12% physical ----- def ----- Armour +2 Defense +25 (+4 eff.) Resists +28% temporal +17% mind +3% physical Die.at -60.00 life Confus- +45% Pinning- +40% Knockbk- +30% ---------- misc Masteries +0.36 Steamtech/Physics Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical On Hit (Melee): * 20% chance to slow global speed by 78% * 20% chance to reduce armor by 47% ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +12% nature +11% blight Poison- +21% Disease- +20% ---------- misc Masteries +0.13 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +24% nature +18% blight Poison- +33% Disease- +50% ---------- misc Masteries +0.40 Steamtech/Automation +0.40 Steamtech/Chemistry Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +7 Mag dps ---------- Dmg.mod +6% temporal Melee Ret 8 temporal On Hit (Melee): * 20% chance to reduce armor by 47% ----- def ----- Resists +6% acid +18% darkness Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +13 (+3 eff.) ----- def ----- Mind.save +13 (+4 eff.) Confus- +11% ---------- misc Masteries +0.19 Steamtech/Engineering +0.19 Steamtech/Chemistry Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Unseen.red 11% Heal.mod +12% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 463 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +11% darkness Blind- +23% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +7 Dex dps ---------- Dmg.mod +3% mind ----- def ----- Resists +6% darkness ---------- misc Hate/m.crit +4.00 Max.stam +10.00 Max.hate +8.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% nature ----- def ----- Armour +4 Resists +12% temporal Spell.save +18 (+6 eff.) Die.at -83.52 life Poison- +10% Pinning- +21% Stun/Frz- +21% ---------- misc Masteries +0.40 Steamtech/Automation +0.40 Steamtech/Engineering Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +3 Str +4 Mag +14 Wil dps ---------- Dmg.mod +18% nature Res.pen +25% acid ----- def ----- Resists +36% nature ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +11 Dex +6 Cun +7 Con dps ---------- Dmg.mod +21% temporal Acc +30 (+5 eff.) ----- def ----- Phys.save +37 (+8 eff.) ---------- misc Stam/turn +3.88 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+10 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +24% darkness Res.pen +10% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% light +12% darkness HP.reg +5.00 Stun/Frz- +26% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Str +2 Dex dps ---------- Dmg.mod +6% arcane Res.pen +20% lightning Acc +25 (+5 eff.) ----- def ----- Armour +4 Mind.save +11 (+3 eff.) Confus- +37% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun +2 Wil dps ---------- Mind.crit +1% Dmg.mod +3% mind +11% cold Res.pen +25% mind ----- def ----- Resists +22% cold ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +12% cold ----- def ----- Resists +24% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Cun +2 Dex dps ---------- Melee+ 10 physical Ranged+ 10 physical Acc +4 (+1 eff.) On Hit (Melee): * 12% chance to reduce all saves and defense by 48 On Hit (Ranged): * 10% chance to reduce all saves and defense by 48 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Mind.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Mind.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con ----- def ----- Spell.save +12 (+4 eff.) Max.HP +45.00 HP.reg +6.00 Heal.mod +11% ---------- misc Max.stam +14.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) ----- def ----- Max.HP +46.00 HP.reg +10.00 Heal.mod +12% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Blind- +35% ---------- misc Infravis +5 See.Stealth +15 See.Invis +5 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Melee Ret 8 acid ----- def ----- Resists +6% acid +9% temporal Mind.save +8 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +9 Cun +2 Wil dps ---------- Mind.crit +2% Crit.mult +10.00% Melee+ 29 physical Ranged+ 9 physical Dmg.mod +6% mind Res.pen +15% mind On Hit (Melee): * 17% chance to reduce all saves and defense by 48 On Hit (Ranged): * 17% chance to reduce all saves and defense by 48 ----- def ----- Resists +12% nature +12% blight Mind.save +11 (+3 eff.) Poison- +26% Disease- +18% Confus- +36% ---------- misc Psi/ret +0.08 Hate/m.crit +2.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 17 physical Ranged+ 17 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 48 On Hit (Ranged): * 14% chance to reduce all saves and defense by 48 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +9 Str +9 Cun +5 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 30 physical Ranged+ 22 physical Dmg.mod +3% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 48 On Hit (Ranged): * 18% chance to reduce all saves and defense by 48 ----- def ----- Resists +5% arcane +3% temporal +9% light +3% darkness Spell.save +3 (+1 eff.) Mind.save +13 (+4 eff.) Silence- +20% Confus- +50% ---------- misc Hate/m.crit +3.00 Max.hate +14.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Dex +15 Wil +7 Cun +6 Con dps ---------- Mind.pwr +11 (+3 eff.) Dmg.mod +6% darkness +12% cold ----- def ----- Resists +24% cold Mind.save +20 (+5 eff.) ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Acc +20 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 3.0 Pwr.cost 25 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 255% 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 T5 greatsword 2H weapon [Ego++] Nature/Master Power 59.5 - 95.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +19 Str +19 Dex +16 Mag +19 Wil +19 Cun +17 Con dps ---------- Phys.crit +21.0% Crit.mult +49.00% Apr +21 Massive two-handed swords. |
![]() 4.0 T4 sling 1H weapon [Random Unique] Arcane/Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +17 cold On Crit.r2 +20 arcane While equipped: Stats +3 Wil +1 Cun +4 Con dps ---------- Dmg.mod +16% cold +6% arcane +14% physical ---------- misc Hate/m.crit +2.00 Cooldown Fragmentation Shot -2 Pin Down -1 Masteries +0.20 Wild-gift/Fungus Regenerate 136 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Random Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit.r1 +8 fire While equipped: Stats +11 Str +2 Wil dps ---------- Crit.mult +20.00% Phys.pwr +22 (+4 eff.) Res.pen +9% all Acc +12 (+2 eff.) Apr +11 ---------- misc Hate/m.crit +2.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +14 lightning +14 cold While equipped: Stats +4 Cun +1 Str dps ---------- Phys.pwr +9 (+2 eff.) Mov.spd +35% Dmg.mod +6% blight +13% physical Res.pen +11% lightning +10% cold ----- def ----- Resists +6% blight ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +10 Str +7 Dex +7 Mag +9 Wil +3 Cun +9 Con dps ---------- Phys.crit +5.0% Phys.pwr +27 (+4 eff.) Acc +7 (+2 eff.) On Hit (Ranged): * 20% chance to reduce all saves and defense by 48 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon [Unique] Psionic/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 113.28 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Steampwr +15 (+3 eff.) Mind.pwr +15 (+3 eff.) ---------- misc 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. |
![]() 4.0 T3 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 100% Range +7 Proj.spd +600% Against +25% Undead On Crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
![]() 4.0 T4 steamgun 1H weapon [Ego++] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Phys.crit +9.0% Phys.spd +10% Acc +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Spell.crit +8% Crit.mult +20.69% Mind.pwr +15 (+3 eff.) ----- def ----- Defense +23 (+4 eff.) Crit.chn- 15.52% Stealth +15 ---------- misc Psi/ret +0.32 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Wil +11 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +6% fire Res.pen +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 48 ----- def ----- Resists +6% fire Mind.save +26 (+7 eff.) Max.HP +110.00 ---------- misc Mana/turn +0.51 Max.mana +48.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.pwr +15 (+3 eff.) Against +29% Summoned Acc +10 (+2 eff.) ----- def ----- Armour +4 Defense +5 (+1 eff.) Resists +10% lightning +7% temporal +8% light +10% darkness D.Red.from +23% Summoned Phys.save +3 (+1 eff.) Die.at -40.00 life A belt that goes around your waist. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 92 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Dex +3 Cun +4 Con dps ---------- Dmg.mod +9% fire Res.pen +5% acid ----- def ----- Defense +2 (+1 eff.) Resists +14% temporal +12% darkness +12% fire Phys.save +10 (+3 eff.) Max.HP +82.00 Def/telep +17 Res/telep +12% Dur/telep +17% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +6 Mag +11 Wil +5 Cun +3 Con dps ---------- Mind.crit +8% Dmg.mod +12% fire ----- def ----- Defense +3 (+1 eff.) Resists +3% acid +2% physical Spell.save +11 (+3 eff.) Max.HP +40.00 Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Max.mana +62.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Spell.crit +6% Mind.crit +5% Spell.pwr +5 (+1 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +9% blight +19% cold +26% darkness +29% physical Res.pen +18% darkness +20% physical Melee Ret 6 blight ----- def ----- Resists +9% blight +28% cold +6% temporal +15% all Spell.save +28 (+9 eff.) Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Max.hate +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.pwr +14 (+3 eff.) Dmg.mod +21% blight +19% all ----- def ----- Armour +4 Defense +24 (+4 eff.) Resists +21% blight +15% all Phys.save +27 (+6 eff.) Spell.save +12 (+4 eff.) Max.HP +60.00 Heal.mod +10% Disease- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +9% blight +12% darkness +14% mind +13% all Phys.save +11 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +24 (+6 eff.) Max.HP +75.00 HP.reg +1.50 Heal.mod +16% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 164 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 3% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (231 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (385 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +10 Str +6 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +10 Fatigue +4% Resists +9% acid +6% mind Die.at -40.00 life Cut- +20% Silence- +50% Confus- +35% Stun/Frz- +35% Knockbk- +20% ---------- misc Infravis +3 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Con +6 Wil dps ---------- Mind.pwr +8 (+2 eff.) Res.pen +20% nature +9% physical ----- def ----- Armour +5 Fatigue -3% Resists +24% lightning +20% temporal +12% light +3% acid Phys.save +15 (+4 eff.) ---------- misc Max.enc +41 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 36 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +6% Pinning- +600% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 3.0 Pwr.cost 15 out of 20/20. Range 10 Travel.spd 100% of base Is a mind power a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 33.97 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 181.14 lightning and 252.20 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Res.pen +25% acid +15% temporal +15% darkness Apr +8 ----- def ----- Armour +3 Resists +18% darkness +22% temporal Silence- +26% Confus- +29% Stun/Frz- +33% Def/telep +19 Res/telep +16% Dur/telep +22% ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Res.pen +18% darkness +19% temporal ----- def ----- Armour +14 Fatigue +4% Resists +12% acid +28% temporal +25% darkness +12% fire +9% cold +13% lightning Def/telep +25 Res/telep +18% Dur/telep +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +4 Wil +15 Con dps ---------- Dmg.mod +3% lightning +3% fire Res.pen +5% darkness +25% lightning Melee Ret 4 lightning ----- def ----- Armour +20 Hardiness +11% Resists +6% lightning +9% fire +12% physical HP.reg +7.00 Disarm- +27% ---------- misc Stam/turn +1.20 Max.stam +34.00 Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.5 - 28.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Disarm 5 On Hit: 5% Stone Touch 5 On Hit: 10% Nightmare 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +3 Cun +9 Mag ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Dex, 40% Cun, 20% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 5.0 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 208.22 fire damage and 183.58 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.0 T4 hands armor [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Crit.mult +10.00% Dmg.mod +24% physical Acc +25 (+5 eff.) Apr +2 ----- def ----- Armour +3 Resists +15% cold +8% physical Phys.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Disarm- +45% Unarmed combat: Power 27.5 - 30.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Perfect Control 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+4 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 223.54 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+7 eff.) Apr +15 ----- def ----- Defense +15 (+3 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +8 Dex +5 Wil +8 Cun dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +8 (+2 eff.) Dmg.mod +6% arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Armour +15 Defense +30 (+5 eff.) Fatigue +8% Resists +32% blight +28% darkness ---------- misc Light +2 A suit of armour made of leather. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 64.0 - 76.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +185 While equipped: ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Rare] Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +13% mind +15% fire ----- def ----- Defense +30 (+5 eff.) Resists +9% nature +6% physical Crit.chn- 15.00% Mind.save +15 (+4 eff.) Max.HP +40.00 Disease- +20% Cut- +20% Knockbk- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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 30 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 676.00 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 49] amazing fiery salve [power 49]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 196% efficiency and 73% cooldown modifier. Remove 3 magical effects and grants a fiery aura (49% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 49] amazing frost salve [power 49]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 196% efficiency and 73% cooldown modifier. Remove 3 physical effects and grants a frost aura (49% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 707] amazing healing salve [power 707]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 196% efficiency and 73% cooldown modifier. Heal 707 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 619] amazing pain suppressor salve [power 619]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 196% efficiency and 73% cooldown modifier. Let you fight up to -619 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 49] amazing water salve [power 49]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 196% efficiency and 73% cooldown modifier. Remove 3 mental effects and grants a water aura (49% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 609] great healing salve [power 609]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 196% efficiency and 73% cooldown modifier. Heal 609 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great pain suppressor salve [power 531] great pain suppressor salve [power 531]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 196% efficiency and 73% cooldown modifier. Let you fight up to -531 life and reduces all damage by 26% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 37] powerful frost salve [power 37]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 196% efficiency and 73% cooldown modifier. Remove 2 physical effects and grants a frost aura (37% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 511] powerful healing salve [power 511]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 196% efficiency and 73% cooldown modifier. Heal 511 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo [Random Unique] Arcane Power 63.5 - 76.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +16 Crit +7.0% Capacity 45 Rld cld 2 Ranged+ +8 temporal +8 cold On Hit.r1 +21 temporal +12 cold +13 fire On Crit.r2 +4 cold On Hit: * 21% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 227 damage over 5 turns and reducing armor and accuracy by 29 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Rare] Master Power 64.5 - 77.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +22.0% Capacity 22 Ranged+ +21 blight On Hit.r1 +21 lightning On Crit.r2 +21 lightning +21 blight On Hit: * 21% chance to reduce strength, dexterity, and constitution by 36 On Crit: * Wound the target dealing 394 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego++] Master/Psionic Power 54.0 - 64.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 23 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 394 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 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +4 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +25% darkness ---------- misc Light -5 Infravis +10 See.Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -16% ---------- misc Max.enc +40 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +12 (+3 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun ----- def ----- Mind.save +15 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% cold Res.pen +15% cold ----- def ----- Resists +3% blight +3% cold +6% nature Spell.save +6 (+2 eff.) ---------- misc Max.psi +20.00 Setup a psionic shield, reducing all damage taken by 155 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 72. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 149 and armour hardiness by 70% Puts all charms on 26 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego+] Nature Sting an enemy dealing 455 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +18% arcane +6% fire Res.pen +25% arcane Melee Ret 10 arcane ----- def ----- Resists +5% arcane +6% fire Heal yourself and all friendly characters within 10 spaces for 308 Puts all charms on 15 cooldown 100% to heal for 61. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% mind ----- def ----- Resists +6% darkness Phys.save +6 (+2 eff.) Max.HP +100.00 Poison- +20% Fire a magical bolt dealing 585 lightning damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By the Halfling Gunslinger level 36
56th Regrowth 123rd year of Ascendancy at 04:02 see stats
By the Halfling Gunslinger level 50
25th Dusk 123rd year of Ascendancy at 22:48 see stats
By the Halfling Gunslinger level 36
54th Regrowth 123rd year of Ascendancy at 08:15 see stats
By the Halfling Gunslinger level 41
29th Pyre 123rd year of Ascendancy at 02:47 see stats
By the Halfling Gunslinger level 40
23rd Pyre 123rd year of Ascendancy at 16:05 see stats
By the Halfling Gunslinger level 50
79th Dusk 123rd year of Ascendancy at 00:02 see stats
By the Halfling Gunslinger level 31
33rd Regrowth 123rd year of Ascendancy at 02:07 see stats
By the Halfling Gunslinger level 30
8th Allure 123rd year of Ascendancy at 14:43 see stats
By the Halfling Gunslinger level 39
63rd Regrowth 123rd year of Ascendancy at 07:58 see stats
By the Halfling Gunslinger level 33
47th Regrowth 123rd year of Ascendancy at 20:14 see stats
By the Halfling Gunslinger level 50
79th Dusk 123rd year of Ascendancy at 05:58 see stats
By the Halfling Gunslinger level 24
29th Haze 122nd year of Ascendancy at 16:28 see stats
By the Halfling Gunslinger level 29
55th Haze 122nd year of Ascendancy at 17:01 see stats
By the Halfling Gunslinger level 33
48th Regrowth 123rd year of Ascendancy at 03:52 see stats
By the Halfling Gunslinger level 50
77th Dusk 123rd year of Ascendancy at 06:21 see stats
By the Halfling Gunslinger level 44
49th Pyre 123rd year of Ascendancy at 00:01 see stats
By the Halfling Gunslinger level 40
79th Regrowth 123rd year of Ascendancy at 22:09 see stats
By the Halfling Gunslinger level 43
29th Pyre 123rd year of Ascendancy at 13:39 see stats
By the Halfling Gunslinger level 10
2nd Mirth 122nd year of Ascendancy at 17:52 see stats
By the Halfling Gunslinger level 20
36th Dusk 122nd year of Ascendancy at 20:11 see stats
By the Halfling Gunslinger level 30
79th Haze 122nd year of Ascendancy at 08:48 see stats
By the Halfling Gunslinger level 40
79th Regrowth 123rd year of Ascendancy at 08:32 see stats
By the Halfling Gunslinger level 50
25th Dusk 123rd year of Ascendancy at 01:30 see stats
By the Halfling Gunslinger level 50
63rd Dusk 123rd year of Ascendancy at 07:55 see stats
By the Halfling Gunslinger level 24
28th Haze 122nd year of Ascendancy at 04:56 see stats
By the Halfling Gunslinger level 50
35th Dusk 123rd year of Ascendancy at 05:04 see stats
By the Halfling Gunslinger level 25
42nd Haze 122nd year of Ascendancy at 05:35 see stats
By the Halfling Gunslinger level 25
30th Haze 122nd year of Ascendancy at 23:57 see stats
By the Halfling Gunslinger level 40
19th Pyre 123rd year of Ascendancy at 12:57 see stats
By the Halfling Gunslinger level 50
79th Dusk 123rd year of Ascendancy at 05:56 see stats
By the Halfling Gunslinger level 7
78th Pyre 122nd year of Ascendancy at 17:03 see stats
By the Halfling Gunslinger level 28
54th Haze 122nd year of Ascendancy at 04:02 see stats
By the Halfling Gunslinger level 50
79th Dusk 123rd year of Ascendancy at 05:58 see stats
By the Halfling Gunslinger level 33
48th Regrowth 123rd year of Ascendancy at 03:52 see stats
By the Halfling Gunslinger level 10
5th Mirth 122nd year of Ascendancy at 00:28 see stats
By the Halfling Gunslinger level 44
47th Pyre 123rd year of Ascendancy at 03:52 see stats
By the Halfling Gunslinger level 26
43rd Haze 122nd year of Ascendancy at 13:06 see stats
By the Halfling Gunslinger level 18
29th Dusk 122nd year of Ascendancy at 21:30 see stats
By the Halfling Gunslinger level 35
53rd Regrowth 123rd year of Ascendancy at 05:26 see stats
Log
Argoniel HEALS from blight damage!
Ruin hits Argoniel for 6 healing, 6 healing (0 total damage) [13 healing].
Shield of Light hits High Sun Paladin Aeryn for 22 healing, 22 healing, 22 healing, 22 healing, 22 healing, 22 healing, 22 healing (0 total damage) [154 healing].
's Shoot hits Argoniel for 1086 physical, 25 darkness, 15 darkness, 226 acid (1352 total damage).
's Shoot hits Argoniel for 1004 physical, 151 cold (1155 total damage).
Argoniel receives 87 healing from Blood Splash.
Melee retaliation hits Argoniel for 26 light, 26 light (52 total damage).
High Sun Paladin Aeryn hits Argoniel for 3 blight, 2 healing, 1 blight, 1 healing, 2 blight, 2 healing, 1 blight, 1 healing, 4 cold (12 total damage) [7 healing].
Argoniel hits High Sun Paladin Aeryn for (41 absorbed), 41 blight, (19 absorbed), 19 blight, (2 absorbed), 2 light, (36 absorbed), 36 blight, (19 absorbed), 19 blight, (2 absorbed), 2 light, (43 absorbed), 43 cold (163 total damage).
Argoniel stops regenerating health quickly.
Deep Wound from hits Argoniel for 220 physical damage.
shoots!
is less focused.
High Sun Paladin Aeryn casts Providence.
's tinker attains critical power!
's Shoot performs a ranged critical strike against Argoniel!
's tinker attains critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
's Shoot hits Argoniel for 1017 physical, 25 darkness, 15 darkness, 226 acid (1283 total damage).
's Shoot hits Argoniel for 504 physical, 151 cold (655 total damage).
's Shoot killed Argoniel!
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
deactivates his cloak's restoration systems.