Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Steam-Chemist 1.5.5Adds a new class, the Steam-Chemist (A tinker who picked up alchemy) also attempts to revise alchemist with some quality of life and balance changes. Steamchemists: One new talent tree : Shrapnel In addition, they have access to many steam categories. Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system. Idea is to make mana the limiting factor of alchemists, 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: 0.9.10: 0.7.1 0.7.0 - Overall : -To make throw bomb's damage scaling smoother gems now give these bonusese to damage of throw bomb per tier : + 20%, +35%, +50%, +65%, +70%, with bomb Gems such as diamonds which gave a +% modifier now have that added directly to their power : Totally revised Explosion Expert, based largely on Minmay's version of the spell Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Items Vault 1.5.0Donators/Buyers bonus! Retroactive Embers 1.5.5Allows you to retrospectively add the Embers DLC to an Age of Ascendancy campaign that was started prior to activating Embers. To add Embers to your existing AoA save game, you need to edit the desc.lua file in your character's save directory: In the "addons" property, add 'orcs' (the Embers DLC) and 'retro-orcs' (this addon). What this addon does is initialize your character's default steam values (the same way Embers-created characters are). Without those values being initialized, you would otherwise get an error with the tinker escort reward because your AoA-created character's steam values are nil. Possessor Bonus Class 1.5.4Donators/Buyers bonus! More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Ashes of Urh'Rok 1.5.0Official 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:
Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Better Item Description 1.5.5This 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 Embers of Rage 1.5.0Official 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:
Shield Tactics - New Bulwark Talent Category 1.5.5Adds the 'Technique/Shield tactics' talent tree as a new generic category available to Bulwarks. Starts locked at 1.3 mastery, and requires Con. 1)Tempered Will: 2)Relentless Retaliation: 3)Tactical Defense: 4)Reflexive Block: |
Campaign | Maj'Eyal |
Mode | Easy Roguelike |
Sex | Female |
Race | Cornac |
Class | Steamchemist |
Level / Exp | 50 / 535% |
Size | medium |
Lifes / Deaths | Killed by Leo at level 50 on the 15th Dusk 123rd year of Ascendancy at 05:20 / 1 |
Primary Stats
Strength | 83 (base 60) |
Dexterity | 75 (base 60) |
Constitution | 73 (base 60) |
Magic | 77 (base 60) |
Willpower | 83 (base 60) |
Cunning | 101 (base 60) |
Resources
Life | 4587/4587 |
Mana | 814/1027 |
Paradox | 1320 |
Steam | 5/135 |
Healing Factor | 1.5888888888889 |
Regeneration | 22.975333333333 |
Speed
Mental | +63.2% |
Attack | +63.2% |
Movement | +196% |
Spell | +63.2% |
Global | +139.1% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 9 |
See Stealth | 37.615575997339 |
See Invisible | 70.562676580889 |
Offense: Mainhand
Damage | 198 |
Accuracy | 63 |
Crit Chance | 105% |
APR | 11 |
Speed | 0.61 |
Offense: Spell
Spellpower | 100 |
Crit Chance | 98% |
Speed | 0.61274509803922 |
Offense: Mind
Mindpower | 102 |
Crit Chance | 81% |
Speed | 0.61274509803922 |
Offense: Damage Bonus
Nature | +49% |
Acid | +38% |
Darkness | +40% |
Temporal | +103% |
Blight | +35% |
Physical | +28% |
Fire | +73% |
All | +15% |
Offense: Damage Penetration
Physical | +6% |
Fire | +41% |
Temporal | +25% |
Defense: Base
Armour (hardiness) | 43.7 (85.376569037657%) |
Defense | 57 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 68 |
Spell Save | 47 |
Mental Save | 48 |
Defense: Resistances
Acid | + 26%( 70%) |
Physical | + 16%( 70%) |
Cold | + 42%( 70%) |
All | + 2%( 70%) |
Darkness | + 14%( 70%) |
Light | + 8%( 70%) |
Temporal | + 36%( 70%) |
Lightning | + 57%( 70%) |
Fire | + 36%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Stun Resistance | 100% |
Knockback Resistance | 15% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
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 100% efficiency and cooldown mod of 100%. |
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 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Automation | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Shrapnel | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Furnace | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Explosive admixtures | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Battle machinery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Staff combat | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Flame Infusion |
talent | Keen Senses |
talent | Melting Point |
talent | Premonition |
talent | Chant of Fortress |
talent | Body of Fire |
beneficial effect | The target assumes the form of a telugoroth. Temporal Form |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The target's spellpower has been increased by 30. Spellsurge |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+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 improved talent Chant of Fortress (+1 level(s)). | 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 talent Unflinching Resolve (+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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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. | active |
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. | 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. | 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 AlchemistsYou 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 vial of greater demon bile. * You've found the needed red crystal shard. * You've found the needed length of troll intestine. 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. You have aided Agrimley the hermit in creating an elixir of explosive force. 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 faerlhing fang. * You've found the needed naga tongue. * You've found the needed ice wyrm tooth. | active |
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. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of rough leather boots of uncanny dodging (4 def, 2 armour) pair of rough leather boots of uncanny dodging (4 def, 2 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Phys.save +11 (+3 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% A pair of boots made of leather. |
Quiver | alchemist garnet alchemist garnet0.0 T3 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
Light source | brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | grounding hardened leather hat of trickery (0 def, 4 armour) grounding hardened leather hat of trickery (0 def, 4 armour) 2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Apr +6 ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +5% temporal Mind.save +0 (+0 eff.) ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A hat made of leather. Very stylish. |
Tool | miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | psionicist's copper ring psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings can have magical properties. |
On fingers | Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +5 Str +5 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +9 (+2 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | Band of Protection Band of Protection |
In main hand | elven-wood magestaff 'Growrebel' (25-30 power, 5 apr, darkness element) elven-wood magestaff 'Growrebel' (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Wil +2 Cun +2 Con dps ---------- Spell.crit +4% Spell.pwr +18 (+3 eff.) S.pwr/crit +6 Melee+ 6% confusion Dmg.mod +25% darkness +6% nature Phasing +39% On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +17 (+5 eff.) Resists +6% nature +12% darkness ---------- misc See.Invis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Disarm- +0% ---------- misc Talents +1 Flash Powder Unarmed combat: Power 6.0 - 6.6 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 202.62 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | ancient woollen robe of power (0 def, 0 armour) ancient woollen robe of power (0 def, 0 armour) 2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +6 Str +6 Dex +8 Mag +6 Wil +6 Cun +6 Con dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +9% temporal +5% physical +8% all Res.pen +5% temporal +6% physical ----- def ----- Armour +0 Hardiness +0% Fatigue +0% Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | cashmere cloak 'Rhemnir' (3 def, 9 armour) cashmere cloak 'Rhemnir' (3 def, 9 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +9 Defense +3 (+1 eff.) Resists +24% lightning +16% cold +6% light Spell.save +12 (+4 eff.) Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | restful gold amulet of manastreaming restful gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- S.pwr/crit +4 ----- def ----- Fatigue -6% HP.reg +1.50 ---------- misc Mana/turn +0.21 Max.mana +33.00 Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 135% / cooldown 94%) medical injector implant (efficiency 135% / cooldown 94%)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 94%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion (heal 326 over 5 turns) regeneration infusion (heal 326 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 326 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Explosive Force Elixir of Explosive Force0.0 potion [Plot Item] Nature Permanently increase your chance to critically strike with spells by 4%. A vial of churning orange fluid. |
lightning rune (371 lightning damage) lightning rune (371 lightning damage)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 123.82 to 371.45 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 239 for 6 turns) shielding rune (absorb 239 for 6 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 239 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 97) teleportation rune (range 97)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (61% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 97 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
2 schematic: Mental Stimulator 2 schematic: Mental Stimulator0.1 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. |
schematic: Winterchill Edge schematic: Winterchill Edge0.1 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
taint of shattering (12% increased damage and resistance penetration for 12 turns) taint of shattering (12% increased damage and resistance penetration for 12 turns)0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: An aura of destruction surrounds you for 6 turns, increasing all your damage by 12% and granting 12% resistance penetration. However, this also makes you more fragile, reducing all your resistances by 12%. Scales with Taintmarks, which will increase when you inscribe a Taint. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
copper amulet of constitution (+3) copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
warmaker's voratun amulet of magic (+8) warmaker's voratun amulet of magic (+8)0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +8 Str +8 Dex +10 Mag +8 Wil Amulets can have magical properties. |
rogue's copper ring of darkness (+20%) rogue's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Resists +20% darkness Rings can have magical properties. |
insidious voratun battleaxe (57-85.5 power, 4 apr) insidious voratun battleaxe (57-85.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Nature Power 57.0 - 85.5 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +38 insidious poison Massive two-handed battleaxes. |
insidious voratun battleaxe of purging (54-81 power, 4 apr) insidious voratun battleaxe of purging (54-81 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Nature/Disrupt Power 54.0 - 81.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +23 nature +63 insidious poison On Hit: * 25% chance to remove a magical effect Massive two-handed battleaxes. |
voratun battleaxe (58-87 power, 4 apr) voratun battleaxe (58-87 power, 4 apr)3.0 T5 battleaxe 2H weapon [Normal] Power 58.0 - 87.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Massive two-handed battleaxes. |
warbringer's voratun battleaxe of purging (55-82.5 power, 4 apr) warbringer's voratun battleaxe of purging (55-82.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Disrupt/Master Power 55.0 - 82.5 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +20 nature On Hit: * 25% chance to remove a magical effect While equipped: Stats +9 Con dps ---------- Phys.pwr +17 (+3 eff.) Res.pen +17% physical ----- def ----- Disarm- +42% Massive two-handed battleaxes. |
hateful voratun greatmaul (70-105 power, 4 apr) hateful voratun greatmaul (70-105 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego] Psionic Power 70.0 - 105.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +23 darkness Against +21% Living Massive two-handed mauls. |
quick voratun greatmaul of erosion (64-96 power, 4 apr) quick voratun greatmaul of erosion (64-96 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Nature/Master Power 64.0 - 96.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 111% Melee+ +28 nature +16 temporal While equipped: Stats +7 Dex dps ---------- Acc +16 (+4 eff.) Massive two-handed mauls. |
truestriking voratun greatmaul of erosion (66.5-99.75 power, 4 apr) truestriking voratun greatmaul of erosion (66.5-99.75 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Nature/Master Power 66.5 - 99.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +17 nature +21 temporal While equipped: dps ---------- Res.pen +10% physical Acc +21 (+6 eff.) Apr +17 Massive two-handed mauls. |
mage-hunter's dragonbone longbow of true flight mage-hunter's dragonbone longbow of true flight4.0 T5 longbow 2H weapon Reqs Shoot [Ego++] Disrupt/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: Stats +6 Cun +6 Wil dps ---------- Phys.crit +21.0% Mind.pwr +18 (+3 eff.) Acc +23 (+6 eff.) On Hit (Ranged): * 38 arcane resource burn ---------- misc Masteries +0.15 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
quick voratun mace of massacre (60.5-84.7 power, 6 apr) quick voratun mace of massacre (60.5-84.7 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Master Power 60.5 - 84.7 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 111% While equipped: Stats +6 Dex dps ---------- Acc +12 (+3 eff.) Blunt and deadly. |
blazebringer's drakeskin leather sling of true flight blazebringer's drakeskin leather sling of true flight4.0 T5 sling 1H weapon Reqs Shoot [Ego++] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +30 fire While equipped: dps ---------- Phys.crit +14.0% All.spd +5% Res.pen +15% fire Acc +10 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 160% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 250.00 physical damage to all targets in line, and inflicting bleeding for another 125.00 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Penitence (15-18 power, 4 apr, nature element) Penitence (15-18 power, 4 apr, nature element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 170% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+2 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Thoughtcaster Thoughtcaster4.0 T5 steamgun 1H weapon Reqs Shoot [Unique] Psionic/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 117.30 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 (+2 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. |
strafer's voratun steamgun of recursion strafer's voratun steamgun of recursion4.0 T5 steamgun 1H weapon Reqs Shoot [Ego+] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Dmg.conv 30% temporal On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Acc +15 (+4 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
acidic orichalcum trident of torment (52.5-84 power, 16 apr) acidic orichalcum trident of torment (52.5-84 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Arcane/Psionic Power 52.5 - 84.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +20 acid On Hit: * 20% chance to torment the target On Crit: * splashes the target with acid While equipped: dps ---------- Res.pen +16% mind +17% darkness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orichalcum trident of torment (56-89.6 power, 16 apr) elemental orichalcum trident of torment (56-89.6 power, 16 apr)3.0 T5 trident 2H weapon [Ego++] Arcane/Psionic Power 56.0 - 89.6 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% On Hit: * Random elemental explosion * 20% chance to torment the target While equipped: dps ---------- Res.pen +16% acid +19% darkness +21% fire +19% cold +21% mind +20% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident (53-84.8 power, 16 apr) orichalcum trident (53-84.8 power, 16 apr)3.0 T5 trident 2H weapon [Normal] Power 53.0 - 84.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident of corruption (54-86.4 power, 16 apr) orichalcum trident of corruption (54-86.4 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Arcane Power 54.0 - 86.4 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% On Hit: * 26% chance to inflict 15% damage reduction * 20% chance to curse the target A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident of crippling (53-84.8 power, 16 apr) orichalcum trident of crippling (53-84.8 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Master Power 53.0 - 84.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +21.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident of projection (54-86.4 power, 16 apr) orichalcum trident of projection (54-86.4 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Psionic Power 54.0 - 86.4 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orichalcum trident of erosion (53-84.8 power, 16 apr) truestriking orichalcum trident of erosion (53-84.8 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Nature/Master Power 53.0 - 84.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +23 nature +24 temporal While equipped: dps ---------- Res.pen +17% physical Acc +17 (+5 eff.) Apr +16 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's orichalcum trident (54.5-87.2 power, 16 apr) warbringer's orichalcum trident (54.5-87.2 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Master Power 54.5 - 87.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% While equipped: Stats +9 Con dps ---------- Phys.pwr +20 (+3 eff.) Res.pen +20% physical ----- def ----- Disarm- +46% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Skytreason the voratun waraxe (40-56 power, 6 apr) Skytreason the voratun waraxe (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Master/Psionic Power 40.0 - 56.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Phasing +10% Melee+ +8 lightning +12 darkness +12 arcane Against +11% Living On Crit: * wounds the target for 7 turns: 30 bleeding, 82% reduced healing While equipped: Stats +1 Wil +1 Mag dps ---------- Phys.crit +10.0% Phys.pwr +12 (+2 eff.) Dmg.mod +8% physical Res.pen +7% physical Apr +5 Melee Ret 4 lightning On Hit (Melee): * 15% chance to daze at end of turn One-handed war axes. |
rough leather belt of the giants rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +0% acid +0% fire +0% nature +0% blight ----- def ----- Fatigue +0% Spell.save +6 (+2 eff.) ---------- misc Max.enc +0 Size +1 A belt that goes around your waist. |
enveloping linen cloak (7 def, 0 armour) enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Armour +0 Hardiness +0% Fatigue +0% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
restorative pair of voratun boots (0 def, 5 armour) restorative pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Fatigue +4% HP.reg +4.70 Heal.mod +24% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of voratun boots of evasion (21 def, 5 armour) undeterred pair of voratun boots of evasion (21 def, 5 armour)3.0 T5 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +21 (+6 eff.) Fatigue +4% Silence- +41% Confus- +38% Stun/Frz- +45% Evasion: (Instant) Puts all charms on 30 cooldown 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 35% chance to evade melee and ranged attacks and 37 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 70% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 10% Mind Blast 1 On Hit: 15% Shadow Simulacrum 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
brawler's voratun gauntlets of the iron hand (0 def, 3 armour) brawler's voratun gauntlets of the iron hand (0 def, 3 armour)1.5 T5 hands armor [Ego++] Master While equipped: Stats +5 Str +4 Dex +4 Wil +3 Cun +5 Con ----- def ----- Armour +3 Phys.save +14 (+4 eff.) Disarm- +29% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Power 30.5 - 42.7 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.1% dam / acc Acc +10 Apr +15 Crit +23.0% Atk.spd 83% On Hit: 10% Disarm 5 On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's voratun gauntlets of the verdant (0 def, 3 armour) naturalist's voratun gauntlets of the verdant (0 def, 3 armour)1.5 T5 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Melee+ 12 nature Dmg.mod +9% nature ----- def ----- Armour +3 Resists +14% blight +13% darkness +19% arcane +10% nature Affinity +12% nature Spell.save +11 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic Unarmed combat: Power 27.5 - 38.5 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +13 nature On Hit: 10% Poison Breath 5 On Crit: 20% Call of the Ooze 2 Metal gloves protecting the hands up to the middle of the lower arm. |
defender's drakeskin leather cap of ire (7 def, 12 armour) defender's drakeskin leather cap of ire (7 def, 12 armour)2.0 T5 head armor [Ego++] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +12 Defense +7 (+2 eff.) Fatigue +5% Resists +5% all Phys.save +22 (+6 eff.) Mind.save +10 (+3 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
drakeskin leather cap of ire (0 def, 5 armour) drakeskin leather cap of ire (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +5 Fatigue +5% Phys.save +7 (+2 eff.) Mind.save +12 (+4 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
grounding elven-silk wizard hat of balance (3 def, 0 armour) grounding elven-silk wizard hat of balance (3 def, 0 armour)2.0 T5 head armor [Ego] Nature/Psionic While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +13% lightning +10% temporal ---------- misc Equi/ret +1.70 Psi/ret +2.40 Hate/ret +3.00 A pointy cloth hat, very wizardly... |
insulating rough leather hat (0 def, 1 armour) insulating rough leather hat (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +0 Cun ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold Mind.save +0 (+0 eff.) Silence- +0% A hat made of leather. Very stylish. |
leafwalker's drakeskin leather cap (0 def, 5 armour) leafwalker's drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +9% nature Spell.save +8 (+2 eff.) Max.HP +110.00 Heal.mod +30% A cap made of leather. |
miner's voratun helm of ire (0 def, 9 armour) miner's voratun helm of ire (0 def, 9 armour)3.0 T5 head armor [Ego+] Master While equipped: Stats +4 Str +6 Con ----- def ----- Armour +9 Fatigue +5% Phys.save +12 (+3 eff.) Mind.save +11 (+3 eff.) ---------- misc Infravis +3 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic voratun helm of precognition (11 def, 5 armour) prismatic voratun helm of precognition (11 def, 5 armour)3.0 T5 head armor [Ego+] Nature While equipped: Stats +7 Cun dps ---------- Acc +10 (+3 eff.) On Melee Ret: * 17% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +11 (+3 eff.) Fatigue +5% Resists +18% light +17% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun mail armour of thunder (5 def, 10 armour) voratun mail armour of thunder (5 def, 10 armour)14.0 T5 heavy armor [Ego+] Arcane While equipped: Stats +9 Str +7 Mag +6 Wil dps ---------- Phys.crit +8.0% Spell.crit +7% Mind.crit +6% Phys.pwr +17 (+3 eff.) Spell.pwr +20 (+3 eff.) Mind.pwr +25 (+4 eff.) ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +19% lightning A suit of armour made of mail. |
searing drakeskin leather armour of command (19 def, 15 armour) searing drakeskin leather armour of command (19 def, 15 armour)9.0 T5 light armor [Ego++] Arcane/Psionic While equipped: Stats +5 Cun dps ---------- Melee+ 17 acid 18 fire Melee Ret 14 acid 14 fire ----- def ----- Armour +15 Defense +19 (+5 eff.) Fatigue +8% Resists +27% acid +24% fire Mind.save +16 (+5 eff.) A suit of armour made of leather. |
volcanic drakeskin leather armour of Eyal (5 def, 14 armour) volcanic drakeskin leather armour of Eyal (5 def, 14 armour)9.0 T5 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 9 fire Ranged+ 8 fire ----- def ----- Armour +14 Defense +5 (+1 eff.) Fatigue +8% Resists +26% fire +30% physical Max.HP +69.00 HP.reg +2.50 Heal.mod +22% A suit of armour made of leather. |
fortifying voratun plate armour of thunder (9 def, 16 armour) fortifying voratun plate armour of thunder (9 def, 16 armour)17.0 T5 massive armor [Ego++] Arcane/Master While equipped: Stats +14 Str +9 Mag +8 Wil +7 Con dps ---------- Phys.crit +8.0% Spell.crit +10% Mind.crit +9% Phys.pwr +25 (+4 eff.) Spell.pwr +20 (+3 eff.) Mind.pwr +19 (+3 eff.) ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +20% lightning Max.HP +44.00 A suit of armour made of metal plates. |
impenetrable voratun plate armour of implacability (9 def, 37 armour) impenetrable voratun plate armour of implacability (9 def, 37 armour)17.0 T5 massive armor [Ego+] Master While equipped: ----- def ----- Armour +37 Defense +9 (+3 eff.) Fatigue +19% Phys.save +11 (+3 eff.) A suit of armour made of metal plates. |
rejuvenating voratun plate armour of command (22 def, 23 armour) rejuvenating voratun plate armour of command (22 def, 23 armour)17.0 T5 massive armor [Ego+] Nature/Psionic While equipped: Stats +6 Cun ----- def ----- Armour +23 Defense +22 (+6 eff.) Fatigue +26% Mind.save +20 (+6 eff.) HP.reg +6.60 ---------- misc Stam/turn +1.40 A suit of armour made of metal plates. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 T2 shield armor [Unique] Nature While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
cosmic voratun shield (12 def, 3 armour, 198.5 block) cosmic voratun shield (12 def, 3 armour, 198.5 block)7.0 T5 shield armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +12% light +13% darkness ---------- misc Talents +5 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
impervious voratun shield of earthen fury (12 def, 25 armour, 285 block) impervious voratun shield of earthen fury (12 def, 25 armour, 285 block)7.0 T5 shield armor [Ego++] Nature/Master While equipped: Stats +6 Con ----- def ----- Armour +25 Hardiness +9% Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +19% physical Phys.save +13 (+3 eff.) ---------- misc Talents +5 Block Handheld deflection devices. |
voratun shield of radiance (12 def, 3 armour, 202.5 block) voratun shield of radiance (12 def, 3 armour, 202.5 block)7.0 T5 shield armor [Ego+] Arcane While equipped: Stats +6 Mag +6 Con dps ---------- On Melee Ret: * 23% chance to blind ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +18% light ---------- misc Talents +5 Block Handheld deflection devices. |
voratun shield of resistance (12 def, 3 armour, 204 block) voratun shield of resistance (12 def, 3 armour, 204 block)7.0 T5 shield armor [Ego+] Nature While equipped: ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +11% acid +12% fire +13% lightning +11% cold ---------- misc Talents +5 Block Handheld deflection devices. |
6 agate 6 agate0.0 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.0 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli 11 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal 13 opal0.0 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.0 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.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.0 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.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald 7 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Corrupted heart of the Sandworm Queen Corrupted heart of the Sandworm Queen0.0 heart corpse [Plot Item] Arcane Consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
nightwalker's dwarven lantern of focus nightwalker's dwarven lantern of focus1.0 T5 lite [Ego+] Nature/Psionic While equipped: Stats +10 Wil dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +6 (+1 eff.) Dmg.mod +11% mind ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
nightwalker's dwarven lantern of the zealot nightwalker's dwarven lantern of the zealot1.0 T5 lite [Ego++] Nature/Disrupt While equipped: Stats +5 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +9 (+1 eff.) ----- def ----- Resists +3% all Spell.save +9 (+3 eff.) ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
preserving dwarven lantern of health preserving dwarven lantern of health1.0 T5 lite [Ego+] Nature While equipped: Stats +5 Con ----- def ----- Resists +15% blight Max.HP +60.00 HP.reg +5.20 ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)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. |
Orb of Many Ways Orb of Many Ways1.0 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 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. |
14 bloodstone 14 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 fire opal 15 fire opal0.0 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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 garnet 8 garnet0.0 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 152] simple healing salve [power 152]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 152 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 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. |
10 amethyst 10 amethyst0.0 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
17 diamond 17 diamond0.0 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 moonstone 15 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl 14 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 quartz 13 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 alchemist ametrine 2 alchemist ametrine0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
5 alchemist citrine 5 alchemist citrine0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
8 amber 8 amber0.0 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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.0 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns 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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
Log
Leo casts Steampowered Bombardment.
Leo's spell attains critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Leo hits Elandar for 943 temporal damage.
Leo receives 474 healing from Alchemist garnet.
Leo killed Elandar!
Talent Explosive Steam Engine is ready to use.
Saving done.
Saving done.
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Option unlocked: New Class: Adventurer
Leo is no longer embeded in time.
Leo deactivates Premonition.
Leo deactivates Premonition.
Leo deactivates Body of Fire.
Leo deactivates Body of Fire.
The raging fire around Leo calms down and disappears.
Leo deactivates Chant of Fortress.
Leo deactivates Chant of Fortress.
Leo deactivates Keen Senses.
Leo deactivates Keen Senses.
Leo deactivates Melting Point.
Leo deactivates Melting Point.
Leo is no longer surging arcane power.
Leo deactivates Flame Infusion.
Leo deactivates Flame Infusion.