









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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.
Ashes of Urh'Rok 1.6.7Official 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:
Better Item Description 1.6.6This 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 Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Embers of Rage 1.6.7Official 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:
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Archmage (Technomancer) |
| Level / Exp | 50 / 391% |
| Size | medium |
| Lifes / Deaths | Killed by spiked tentacle at level 50 on the 51st Loss 124th year of Ascendancy at 04:52 / 1 |
Primary Stats
| Strength | 49 (base 30) |
| Dexterity | 76 (base 60) |
| Constitution | 30 (base 10) |
| Magic | 131 (base 60) |
| Willpower | 67 (base 26) |
| Cunning | 88 (base 43) |
Resources
| Life | -1/1094 |
| Mana | 113/434 |
| Steam | 96/100 |
| Healing Factor | 1.15 |
| Regeneration | -35.434049351644 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +56.20512205326% |
| Spell | 0% |
| Global | +122.75510204082% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 11 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 49 |
| Crit Chance | 30% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 95 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | -11% |
| Light | -3% |
| Lightning | +14% |
| Cold | -9% |
| Physical | -3% |
| Fire | -6% |
| All | -16% |
Offense: Damage Penetration
| Mind | +10% |
| All | 0% |
| Physical | +10% |
| Cold | +52% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 54 (68.391959798995%) |
| Defense | 87 |
| Ranged Defense | 94 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 57 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 27%( 70%) |
| All | + 8%( 70%) |
| Darkness | + 13%( 70%) |
| Light | + 22%( 70%) |
| Lightning | + 15%( 70%) |
| Fire | + 26%( 70%) |
| Mind | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Confusion Resistance | 15% |
| Fear Resistance | 0% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 623 damage for 3 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: 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 217 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1500% for 10 turns (2976 total) and instantly restoring 75 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower 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 172% efficiency and cooldown mod of 96%. Its effects scale with your Magic 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 216% efficiency and cooldown mod of 62%. Its effects scale with your Magic stat. |
Class Talents
| Spell / Ice | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Galvanic technomancy | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 6/5 |
| 3/5 |
| 6/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Thunderstorm |
| talent | Uttercold |
| talent | Essence of Speed |
| talent | Feather Wind |
| talent | Shielding |
| talent | Galvanic Arcing |
| beneficial effect | Rods available: Galvanic Rods- Rod (1): 4 turns - Rod (2): 6 turns - Rod (3): 6 turns |
| beneficial effect | The mana surge engulfs the target, regenerating 18.60 mana per turn. Surging mana |
| detrimental effect | Ethereal Form bonuses reduced by 25% Ethereal Form |
| beneficial effect | The target's spellpower has been increased by 45. Spellsurge |
| beneficial effect | Stay put, increasing your armour and defense by 24. Shoes of Moving Slowly |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The time distortion has created a restoration field, healing the target for 90 each turn. Temporal Restoration Field |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | Unrubar is fed upon by Sher'Tul High Priest. Fed Upon |
| detrimental effect | Target is reeling from an lightning shock, halving its stun and pinning resistance. Shocked |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Shoes of Slowly Moving Quickly (0 def, 0 armour)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 ----- Armour +0 Defense +0 (+0 eff.) 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 16.80 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 89.58 lightning and 76.24 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! |
| Light source | alchemist's lamp 'Muckroar'1.0 T3 lite [Rare] Master While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% physical Res.pen +10% nature +10% physical Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Armour +8 Blind- +20% Confus- +15% ---------- misc Light +7 See.Stealth +11 See.Invis +13 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Infused Cerebrum (8 def, 0 armour) 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +20 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Mind.save +15 (+4 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
| Tool | overpowered elven-wood wand of shielding [power 584] (29 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 839 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 29 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | conjurer's gold ring of light (+26%)0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +13% light ----- def ----- Resists +26% light Rings can have magical properties. |
| On fingers | Ragohor0.1 T4 ring jewelry [Random Unique] Arcane While equipped: Stats +1 Con +8 Mag dps ---------- Phys.crit +2.0% Melee+ 23 light Ranged+ 25 light Dmg.mod +14% light Apr +2 ----- def ----- Resists +26% acid +20% fire +14% lightning +22% cold Spell.save +10 (+3 eff.) Rings can have magical properties. |
| Around waist | noble's drakeskin leather belt of the mystic 1.0 T5 belt armor [Ego+] Arcane/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Spell.pwr +7 (+2 eff.) Against +25% Summoned ----- def ----- D.Red.from +30% Summoned Mind.save +8 (+2 eff.) ---------- misc Stam/turn +0.50 Mana/turn +0.50 Psi/turn +0.50 A belt that goes around your waist. |
| In main hand | Velymira (136% power, 6 apr, lightning element) 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +0 20% chance of physical repulsion On Hit: * flashes light on your target dealing 59 damage While equipped: Stats +2 Str +12 Mag +12 Wil +10 Cun dps ---------- Spell.crit +5% Mind.crit +2% Crit.mult +12.00% Spell.pwr +15 (+3 eff.) S.pwr/crit +15 Dmg.mod +30% lightning Res.pen +10% mind ----- def ----- Mind.save +9 (+2 eff.) ---------- misc Mana/turn +0.24 Psi/ret +0.12 Max.mana +76.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | stone warden's voratun gauntlets of dexterity (+4) (0 def, 16 armour) 1.5 T4 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Dex +12 Con dps ---------- Acc +14 (+4 eff.) ----- def ----- Armour +16 Hardiness +10% Fatigue +5% Resists +8% physical ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | dreamer's silk robe of alchemy (0 def, 0 armour) 2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +5% acid +13% physical +10% fire +14% cold ----- def ----- Armour +0 Hardiness +0% Fatigue +0% Resists +13% acid +14% physical +10% darkness +14% fire +14% cold +14% mind +13% all Phys.save +14 (+5 eff.) Spell.save +14 (+4 eff.) Mind.save +20 (+5 eff.) ---------- misc Talents +5 Arcane Dynamo Cooldown Refit Golem -5 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | marshal's elven-silk cloak of the guardian (11 def, 6 armour)2.0 T5 cloak armor [Ego++] Master While equipped: Stats +4 Str +5 Con ----- def ----- Armour +6 Defense +11 (+2 eff.) Phys.save +24 (+8 eff.) Spell.save +18 (+5 eff.) Mind.save +20 (+5 eff.) Max.HP +67.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet0.1 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. |
Inventory
steam generator implant of the wizard (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion (heal 319; 17 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 319 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the duelist (absorb 559; dur 3; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 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 559 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
schematic: Acid Groove0.1 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. |
2 schematic: Air Recycler0.1 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: Back Support0.1 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: Crystal 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. |
schematic: Fiery Salve0.1 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: Frost Salve0.1 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: Grounding Strap0.1 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: Iron Grip0.1 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. |
2 schematic: Power Distributor0.1 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: Razor 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. |
schematic: Shocking Touch0.1 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: Steamsaw0.1 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: Unstoppable Force Salve0.1 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: Waterproof Coating0.1 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. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
vitalizing gold amulet0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +10 (+4 eff.) Max.HP +42.00 HP.reg +2.00 Amulets can have magical properties. |
Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
gladiator's voratun ring of luminosity0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +2 Mag +7 Con dps ---------- Phys.pwr +9 (+3 eff.) Melee+ 32 light Ranged+ 28 light Dmg.mod +13% light Rings can have magical properties. |
titan's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Con dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Phys.save +4 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
warbringer's voratun battleaxe of corruption (169% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Arcane/Master Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: 20% Curse of Death 5 While equipped: Stats +9 Con dps ---------- Phys.pwr +14 (+5 eff.) Res.pen +14% physical ----- def ----- Disarm- +27% Massive two-handed battleaxes. |
truestriking voratun greatmaul of crippling (182% power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego++] Master Power 182% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Res.pen +17% physical Acc +28 (+8 eff.) Apr +13 Massive two-handed mauls. |
blighted dragonbone starstaff (136% power, 6 apr, physical element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +23 (+5 eff.) Dmg.mod +30% physical ---------- misc Vim/s.crit +3.00 Max.vim +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
bloodlich's elven-wood magestaff of the prodigy (129% power, 5 apr, cold element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +0 20% chance of physical repulsion While equipped: Stats +16 Mag +13 Wil +16 Cun +5 Con dps ---------- Spell.crit +4% Crit.mult +17.00% Spell.pwr +12 (+3 eff.) S.pwr/crit +7 Dmg.mod +25% cold ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +39.00 Max.N.En +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone vilestaff of breaching (136% power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego++] Arcane/Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Spell.crit +5% Spell.pwr +23 (+5 eff.) Dmg.mod +30% fire Res.pen +15% fire ----- def ----- HP.reg +1.30 Heal.mod +22% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Razorblade, the Cursed Waraxe (147% power, 16 apr)3.0 T5 waraxe 1H weapon [Unique] Psionic Power 147% Range: 1.4x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+11 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
voratun waraxe of rage (148% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Dmg.mod +15% physical Acc +15 (+5 eff.) One-handed war axes. |
drakeskin leather belt 'Rainbone'1.0 T5 belt armor [Rare] Master While equipped: Stats +8 Mag +7 Wil +4 Cun +7 Con dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +6 (+2 eff.) Dmg.mod +18% mind Res.pen +15% cold ----- def ----- Crit.dmg- 15.00% ---------- misc Infravis +3 A belt that goes around your waist. |
insulating drakeskin leather belt of the vagrant1.0 T5 belt armor [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Resists +9% fire +13% cold Mind.save +13 (+3 eff.) ---------- misc Stam/turn +0.00 Mana/turn +0.00 Psi/turn +0.00 A belt that goes around your waist. |
invigorating pair of dwarven-steel boots of strife (0 def, 4 armour)3.0 T3 feet armor [Ego++] Nature/Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Mov.spd +10% Res.pen +5% physical ----- def ----- Armour +4 Fatigue -3% Max.HP +36.00 ---------- misc Stam/turn +0.30 Blindside: Puts all charms on 25 cooldown Level 2.0 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 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. |
umbral voratun gauntlets of war-making (0 def, 3 armour)1.5 T4 hands armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +15.0% Spell.crit +17% Mind.crit +15% Crit.mult +12.00% Melee+ 15 darkness Dmg.mod +5% darkness ----- def ----- Armour +3 Fatigue +5% Resists +10% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-4 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-2 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +0 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +0 (+0 eff.) Blind- +50% A Helmet. But with steam power! |
defender's voratun helm of ire (6 def, 11 armour)3.0 T5 head armor [Ego++] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +11 Defense +6 (+1 eff.) Fatigue +5% Resists +3% all Phys.save +14 (+5 eff.) Mind.save +11 (+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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Relgigodir the Ebonymaim (29 def, 16 armour)14.0 T4 heavy armor [Rare] Arcane While equipped: Stats +2 Dex +10 Con dps ---------- Dmg.mod +9% darkness Res.pen +10% physical Melee Ret 4 arcane ----- def ----- Armour +16 Defense +29 (+6 eff.) Fatigue +12% Resists +9% arcane Spell.save +21 (+6 eff.) A suit of armour made of mail. |
impenetrable stralite mail armour of implacability (4 def, 25 armour)14.0 T4 heavy armor [Ego+] Master While equipped: ----- def ----- Armour +25 Defense +4 (+1 eff.) Fatigue +4% Phys.save +9 (+3 eff.) A suit of armour made of mail. |
Cuirass of the Dark Lord (0 def, 30 armour)17.0 T5 massive armor Reqs - Massive armour training Str 52 [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+5 eff.) HP.reg +0.00 Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 119.57 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 25 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+3 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+5 eff.) Mind.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 11 Armour, 16 Defense and your attacks will gain 39% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Xanoldabrevea the voratun plate armour (0 def, 30 armour)17.0 T5 massive armor Reqs - Massive armour training Str 60 [Rare] Master While equipped: ----- def ----- Armour +30 Fatigue +22% Resists +7% physical Crit.dmg- 15.00% HP.reg +4.00 Disease- +20% Stun/Frz- +20% A suit of armour made of metal plates. |
searing stralite plate armour of thunder (0 def, 13 armour)17.0 T4 massive armor [Ego++] Arcane While equipped: Stats +6 Str +7 Mag +7 Wil dps ---------- Phys.crit +7.0% Spell.crit +5% Mind.crit +5% Phys.pwr +12 (+4 eff.) Spell.pwr +14 (+3 eff.) Mind.pwr +14 (+5 eff.) Melee+ 10 acid 12 fire Melee Ret 12 acid 12 fire ----- def ----- Armour +13 Fatigue +22% Resists +10% acid +14% fire +10% lightning A suit of armour made of metal plates. |
Windborne Azurite0.0 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 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. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Mummified Egg-sac of Ungolë2.0 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. |
2 emerald0.0 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. |
8 jade0.0 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. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
preserving alchemist's lamp1.0 T3 lite [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Resists +7% blight HP.reg +3.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye0.0 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. |
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. |
6 bloodstone0.0 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. |
6 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
powerful fiery salve [power 16] powerful fiery salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (16% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 223] powerful healing salve [power 223]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 223 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 193] powerful pain suppressor salve [power 193]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -193 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel power distributor0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Stam/turn +0.30 Mana/turn +0.30 Psi/turn +0.30 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunderclap coating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
perfect lightning coil0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
4 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 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. |
11 pearl0.0 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. |
quartz0.0 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. |
4 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Unrubar the Whitehoof Archmage level 8
19th Retaking 124th year of Ascendancy at 12:16 see stats
A View From The Gallery (Roguelike)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Unrubar the Whitehoof Archmage level 24
38th Revenge 124th year of Ascendancy at 07:25 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Unrubar the Whitehoof Archmage level 10
23rd Retaking 124th year of Ascendancy at 19:57 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Unrubar the Whitehoof Archmage level 28
25th Pain 124th year of Ascendancy at 23:27 see stats
Level 10 (Roguelike)
Got a character to level 10.By Unrubar the Whitehoof Archmage level 10
23rd Retaking 124th year of Ascendancy at 15:57 see stats
Level 20 (Roguelike)
Got a character to level 20.By Unrubar the Whitehoof Archmage level 20
24th Revenge 124th year of Ascendancy at 23:23 see stats
Level 30 (Roguelike)
Got a character to level 30.By Unrubar the Whitehoof Archmage level 30
32nd Pain 124th year of Ascendancy at 01:01 see stats
Level 40 (Roguelike)
Got a character to level 40.By Unrubar the Whitehoof Archmage level 40
47th Dearth 124th year of Ascendancy at 06:29 see stats
Level 50 (Roguelike)
Got a character to level 50.By Unrubar the Whitehoof Archmage level 50
47th Loss 124th year of Ascendancy at 01:24 see stats
One Ill Turn Deserves Another (Roguelike)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Unrubar the Whitehoof Archmage level 50
47th Loss 124th year of Ascendancy at 02:16 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Unrubar the Whitehoof Archmage level 33
43rd Pain 124th year of Ascendancy at 06:11 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Unrubar the Whitehoof Archmage level 24
43rd Revenge 124th year of Ascendancy at 01:46 see stats
The High Lady's Destiny (Finale) (Roguelike)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Unrubar the Whitehoof Archmage level 37
45th Dearth 124th year of Ascendancy at 15:11 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Unrubar the Whitehoof Archmage level 19
24th Revenge 124th year of Ascendancy at 21:33 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Unrubar the Whitehoof Archmage level 29
26th Pain 124th year of Ascendancy at 17:06 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Unrubar the Whitehoof Archmage level 13
29th Retaking 124th year of Ascendancy at 15:06 see stats
You were not supposed to see that! (Roguelike)
Read a Forbidden Tome.By Unrubar the Whitehoof Archmage level 29
31st Pain 124th year of Ascendancy at 11:30 see stats
Log
Thunderstorm hits Spiked tentacle for 65 lightning, 67 lightning (132 total damage).
Thunderstorm hits Spiked tentacle for 67 lightning, 67 lightning, 125 lightning (259 total damage).
Thunderstorm hits Spiked tentacle for 67 lightning, 125 lightning (192 total damage).
Lava floor hits Sher'Tul High Priest for 9 fire damage.
Unrubar receives 104 healing from Temporal Restoration Field.
Sher'Tul High Priest casts Moonlight Ray.
Sher'Tul High Priest hits Unrubar for 136 temporal, 102 darkness (238 total damage).
Lava floor hits Sher'Tul High Priest for (8 shifted), 0 fire (0 total damage).
Lava floor burns Unrubar!
Lava floor hits Unrubar for 27 fire damage.
Unrubar casts Lightning.
Unrubar hits Sher'Tul High Priest for 143 lightning damage.
Amakthel's Mouth enters a deep slumber.
Spiked tentacle hits Unrubar for 60 physical damage.
Lava floor hits Spiked tentacle for 35 fire damage.
Lava floor hits Spiked tentacle for 30 fire damage.
Spiked tentacle hits Unrubar for 61 physical damage.
Spiked tentacle hits Unrubar for 60 physical damage.
Spiked tentacle hits Unrubar for 65 physical damage.
Unrubar the level 50 whitehoof archmage was crushed to death by a spiked tentacle on level 5 of The Slumbering Caves.
Unrubar deactivates Galvanic Arcing.
Unrubar deactivates Uttercold.
Unrubar deactivates Feather Wind.
Unrubar deactivates Essence of Speed.
Unrubar deactivates Thunderstorm.
The furious lightning storm around Unrubar calms down and disappears.
Unrubar deactivates Shielding.
Unrubar is no longer surging arcane power.
Unrubar stops surging mana.



































































































































