Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
Embers of Rage 1.7.0Official 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Proper Time Hounds 1.4.6Corrects a grievous error with temporal wardens. More specifically, it changes the ASCII display for time hounds from a dark grey C to a light blue Z, as is right and proper. Two versions: Elemental also goes a step further and changes their type and subtype to Elemental/Zephyr hound, introducing a small gameplay change. Items Vault 1.7.0Donators/Buyers bonus! Unrandom Egos 1.7.0No wide random numerical ranges on ego modifiers. Convenient Digging 1.5.5 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Automatic Talent Gambits 1.7.1Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Better Item Description 1.7.2This 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 Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 50 / 504% |
| Size | medium |
| Lifes / Deaths | Killed by orc high cryomancer at level 36 on the 51st Haze 122nd year of Ascendancy at 01:46 / 1 |
Primary Stats
| Strength | 69 (base 19) |
| Dexterity | 93 (base 61) |
| Constitution | 94 (base 52) |
| Magic | 38 (base 15) |
| Willpower | 83 (base 16) |
| Cunning | 153 (base 60) |
Resources
| Life | 1390/1390 |
| Psi | 163/163 |
| Steam | 100/100 |
| Healing Factor | 1.4773816173101 |
| Regeneration | 6.2788718735678 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | +20% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 4.0249223594996 |
| See Stealth | 89.780378513417 |
| See Invisible | 79.780378513417 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 129 |
| Accuracy | 79 |
| Crit Chance | 72% |
| APR | 29 |
| Speed | 0.87 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 82 |
| Crit Chance | 63% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 106 |
| Crit Chance | 55% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Arcane | +69% |
| Mind | +45% |
| All | +15% |
| Lightning | +57% |
| Light | +35% |
| Temporal | +55% |
| Physical | +45% |
| Darkness | +27% |
| Fire | +27% |
| Nature | +30% |
Offense: Damage Penetration
| Nature | +51% |
| Acid | +17% |
| Arcane | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 90 (58.594633868923%) |
| Defense | 72 |
| Ranged Defense | 74 |
| Fatigue | 35.923805221685 |
| Physical Save | 67 |
| Spell Save | 49 |
| Mental Save | 75 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Arcane | + 41%( 70%) |
| Cold | + 44%( 70%) |
| All | + 32%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 46%( 70%) |
| Temporal | + 40%( 70%) |
| Physical | + 54%( 70%) |
| Darkness | + 67%( 70%) |
| Fire | + 64%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Disarm Resistance | 77% |
| Confusion Resistance | 50% |
| Knockback Resistance | 0% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 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 179% efficiency and cooldown mod of 66%. |
| 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 244% efficiency and cooldown mod of 61%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.9 steam per turn. Can be activated for an instant burst of 95 steam. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1094% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemical warfare | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Miasma Engine |
| talent | Skate |
| talent | Exoskeleton |
| talent | Chant of Fortitude |
| talent | Rocket Pod |
| talent | Incendiary Grenade |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | Storing damage to unleash as a powerful lightning bolt (284/284). Capacitor Discharge |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 40% and triggers a radius 8 conal explosion dealing 28% steamgun damage. 3 stacks remaining. Reactive Armor |
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 |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You failed to protect the injured seer from death by Mayelle the hornet swarm. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 ice 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 Possessed. | done |
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. | active |
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 |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
Equipment
| On feet | Crackledash the pair of drakeskin leather boots (0 def, 6 armour) 2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +5 Dex +6 Mag +27 Wil +20 Cun dps ---------- Dmg.mod +18% lightning ----- def ----- Armour +6 Resists +12% lightning +6% cold +7% arcane Phys.save +50 (+12 eff.) Spell.save +45 (+14 eff.) Mind.save +28 (+6 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 58% 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. A pair of boots made of leather. |
| Quiver | Eclipseminister (21/21, 185% power, 6 apr) 3.0 T5 shot ammo [Random Unique] Arcane Power 185% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Proj.spd +268% Phasing +30% Melee+ +18 temporal +27 darkness Ranged+ +18 temporal +27 darkness On Hit.r1 +16 fire On Hit: 20% Curse of Impotence 5 On Hit: * 15% chance to gain 10% of a turn (3/turn limit) While equipped: ---------- misc Reload +5 Talents +5 Solid Shell Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of health 2.0 T1 lite [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +20% light ----- def ----- Max.HP +45.00 ---------- misc Light +11 See.Stealth +10 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 | Steam Powered Helm (4 def, 14 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +12 Cun +6 Con ----- def ----- Armour +14 Defense +4 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +18 (+4 eff.) Blind- +50% A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 14 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +14 Disarm- +50% ---------- misc Talents +5 Hand Cannon Unarmed combat: Power 145% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
| Tool | iron torque of psionic shield 'Sootdare' [power 29] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% fire +12% darkness +15% physical Melee Ret 13 physical On Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +21% fire +24% darkness +6% physical Phys.save +12 (+3 eff.) Setup a psionic shield, reducing all damage taken by 29 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Gloyawyn'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Dex +12 Cun +15 Con dps ---------- Crit.mult +26.83% Spell.pwr +40 (+8 eff.) Dmg.mod +21% arcane Phasing +40% Melee Ret 10 blight ----- def ----- HP.reg +4.00 Stun/Frz- +30% ---------- misc Mana/turn +0.20 Infravis +4 Rings make your fingers look great! |
| On fingers | copper ring 'Cleanseobsidian'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +4 Str dps ---------- Crit.mult +26.83% Dmg.mod +12% lightning +15% physical Res.pen +34% nature Acc +35 (+7 eff.) On Hit (Melee): * 27% chance to slow global speed by 82% * 27% chance to reduce all saves and defense by 51 ----- def ----- Defense +10 (+2 eff.) Resists +18% nature ---------- misc Max.stam +40.25 Rings make your fingers look great! |
| Around neck | Unriroddagen the Thundergore0.1 T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +11 Cun +6 Wil dps ---------- Mind.pwr +55 (+9 eff.) Dmg.mod +12% lightning ----- def ----- Resists +58% lightning +12% temporal Mind.save +10 (+2 eff.) Confus- +23% Stun/Frz- +98% ---------- misc Equi/ret +0.16 Max.hate +10.00 Amulets make your neck look great! |
| In main hand | Morbusblast 4.0 T3 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit.r1 +20 nature +0 20% chance of physical repulsion On Crit.r2 +29 acid +29 nature On Hit: * 27% chance to reduce damage dealt by 41% * flashes light on your target dealing 130 damage Uses 2.0 Steam While equipped: Stats +6 Str +12 Wil +11 Con dps ---------- Crit.mult +15.00% Phys.pwr +11 (+2 eff.) Dmg.mod +33% arcane +15% nature Res.pen +17% acid +17% nature Apr +11 ----- def ----- Resists +7% arcane +18% darkness Max.HP +70.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | noble's hardened leather belt of the vagrant 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +7 Wil +7 Cun +5 Con dps ---------- Mind.pwr +8 (+2 eff.) Against +33% Summoned ----- def ----- D.Red.from +33% Summoned Mind.save +13 (+3 eff.) A belt that goes around your waist. |
| In off hand | Titanic (23 def, 21 armour, 159% power, 320 block) 7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: dps ---------- On shield block: * Unleash a lightning nova of radius equal to the tinker tier. Melee Ret 25 lightning ----- def ----- Armour +21 Hardiness +20% Defense +23 (+6 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block On block: Unleash a lightning nova of radius equal to the tinker tier. This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Helin the linen cloak (25 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Mind.pwr +25 (+4 eff.) Dmg.mod +30% mind Acc +5 (+1 eff.) Apr +5 ----- def ----- Defense +25 (+6 eff.) Resists +15% acid +21% light +12% cold +30% lightning +9% darkness Crit.dmg- 15.00% Disarm- +27% Confus- +27% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Hatheresta the reinforced leather armour (14 def, 35 armour) 9.0 T4 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +9 Str +6 Mag +10 Wil dps ---------- Phys.crit +9.0% Spell.crit +16% Mind.crit +8% Crit.mult +26.83% Phys.pwr +22 (+5 eff.) Spell.pwr +21 (+4 eff.) Mind.pwr +22 (+4 eff.) S.pwr/crit +8 Phys.spd +15% Spell.spd +15% Mind.spd +15% Melee+ 8 fire Ranged+ 9 fire Dmg.mod +40% temporal Res.pen +20% arcane Phasing +40% ----- def ----- Armour +35 Defense +14 (+3 eff.) Fatigue +8% Resists +18% lightning +26% fire +26% physical Crit.dmg- 35.00% A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 179% / cooldown 71%)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 179% efficiency and cooldown mod of 71%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 179% / cooldown 55%)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 179% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the wizard (efficiency 206% / cooldown 96%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 206% efficiency and cooldown mod of 96%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 18)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 18.0 steam per turn. Can be activated for an instant burst of 90 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 19)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 18.9 steam per turn. Can be activated for an instant burst of 95 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Rune of the Rift (482.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Inflicts 748.30 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 8; phase 24; cd 12)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 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. |
4 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. |
5 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. |
5 schematic: Antimagic Shell0.1 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: Armour Reinforcement0.1 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. |
4 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: Deflection Field0.1 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. |
3 schematic: Explosive Shell0.1 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: Fatal Attractor0.1 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. |
5 schematic: Focus Lens0.1 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. |
2 schematic: Fungal Web0.1 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: 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. |
2 schematic: Headlamp0.1 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: Healing 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. |
3 schematic: Hook Shell0.1 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: Incendiary 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. |
3 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. |
schematic: Itching Powder0.1 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. |
3 schematic: Lightning Coil0.1 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. |
3 schematic: Magnetic Shell0.1 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: 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: Moss Tread0.1 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. |
3 schematic: Pain Suppressor 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: Poison 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. |
schematic: Rocket Boots0.1 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: Rustproof 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. |
5 schematic: Saw Projector0.1 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: Second Skin0.1 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: Shocking 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. |
3 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: Solid Shell0.1 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: Spring Grapple0.1 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. |
4 schematic: Steamgun0.1 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: Thunder Grenade0.1 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: Water 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. |
4 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
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 (+4 eff.) Spell.save +15 (+5 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. |
Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
archmage's voratun amulet of perfection (0.39 Steamtech / Blacksmith,0.39 Cunning / Survival)0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +8% acid +8% fire +8% cold +6% lightning ---------- misc Masteries +0.39 Steamtech/Blacksmith +0.39 Cunning/Survival Amulets make your neck look great! |
clarifying steel amulet of strength (+6)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +6 Str ----- def ----- Resists +18% mind Confus- +27% Amulets make your neck look great! |
grounding steel amulet of cunning (+6)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +6 Cun ----- def ----- Resists +16% lightning Stun/Frz- +32% Amulets make your neck look great! |
steel amulet 'Ce'Nalewen'0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.pwr +30 (+6 eff.) Phasing +40% ----- def ----- Resists +15% acid +21% fire +15% mind +21% nature Die.at -80.00 life Teleport- +27% ---------- misc Vim/s.crit +2.68 Max.mana +134.16 Masteries +0.21 Cunning/Survival Amulets make your neck look great! |
Darkwrack0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +4% Dmg.mod +18% mind +12% darkness Res.pen +30% fire Melee Ret 13 mind 13 cold ----- def ----- Resists +24% darkness Mind.save +24 (+6 eff.) Max.HP +48.00 HP.reg +8.00 Heal.mod +12% ---------- misc Hate/m.crit +4.00 Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Murkroar the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +15 Str +5 Dex +6 Cun dps ---------- Res.pen +25% cold Melee Ret 12 darkness ----- def ----- Resists +12% acid +7% arcane +18% light Mind.save +11 (+3 eff.) Confus- +38% ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+2 eff.) Rings make your fingers look great! |
psionicist's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+2 eff.) HP.reg +3.00 Stun/Frz- +26% Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+2 eff.) HP.reg +5.00 Stun/Frz- +32% Rings make your fingers look great! |
voratun ring 'Hanoruichik'0.1 T5 ring jewelry [Rare] Master While equipped: Stats +11 Cun +6 Mag dps ---------- Spell.crit +5% Mind.pwr +30 (+5 eff.) S.pwr/crit +13 Dmg.mod +18% mind Res.pen +34% blight ----- def ----- Mind.save +24 (+6 eff.) Max.HP +50.00 Disarm- +50% Pinning- +48% Knockbk- +38% ---------- misc Mana/turn +0.32 Psi/ret +0.24 Rings make your fingers look great! |
voratun ring of misery0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +10 Cun dps ---------- Melee+ 32 physical Ranged+ 35 physical On Hit (Melee): * 19% chance to reduce all saves and defense by 51 On Hit (Ranged): * 19% chance to reduce all saves and defense by 51 ---------- misc Hate/m.crit +3.00 Max.hate +14.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
plaguebringer's voratun battleaxe of crippling (170% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Arcane/Master Power 171% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +28 blight On Hit: 20% Epidemic 5 On Hit: * 28% chance to reduce strength, dexterity, and constitution by 35 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +21.0% ----- def ----- Disease- +49% Massive two-handed battleaxes. |
balanced voratun longsword of paradox (151% power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Arcane/Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +14 temporal While equipped: dps ---------- Acc +15 (+3 eff.) ----- def ----- Defense +15 (+4 eff.) Resists +20% temporal Disarm- +50% Sharp, long, and deadly. |
voratun longsword of amnesia (152% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Psionic Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) Sharp, long, and deadly. |
enhanced voratun mace of torment (157% power, 6 apr)3.0 T5 mace 1H weapon [Ego++] Nature/Psionic Power 157% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +13 Str +13 Dex +13 Mag +13 Wil +12 Cun +8 Con Blunt and deadly. |
absorbing living mindstar of clarity (114% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Resists +25% lightning +25% fire +25% cold Mind.save +8 (+2 eff.) ---------- misc Max.psi +46.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wrathful living mindstar (114% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +17% Mind.pwr +10 (+2 eff.) ---------- misc Hate/m.crit +6.00 Psi/m.crit +6.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+9 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
blazebringer's steel steamgun4.0 T2 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit.r1 +0 20% chance of physical repulsion On Crit.r2 +29 fire Uses 2.0 Steam While equipped: dps ---------- All.spd +5% Res.pen +11% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
windwalling voratun steamsaw (65% power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Psionic/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +103 Uses 1.0 Steam When used to Attack: Melee+ +30 physical While equipped: Stats +6 Wil ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +20% physical Shield.near.proj +110 Proj.slow +40% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
wrathful voratun steamsaw of massacre (65% power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 165% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 Uses 1.0 Steam When used to Attack: On Crit.r2 +40 light +40 fire While equipped: dps ---------- On shield block: * Deals 193 light and fire damage to each enemy blocked ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +15% light +15% fire ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Malediction (150% power, 15 apr)3.0 T4 waraxe 1H weapon [Unique] Arcane Power 150% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
hateful voratun waraxe of shearing (151% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master/Psionic Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +13 darkness Against +18% Living While equipped: dps ---------- Res.pen +12% all Acc +24 (+5 eff.) Apr +15 One-handed war axes. |
blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +11 (+3 eff.) Stealth +7 A belt that goes around your waist. |
insulating rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +7% blight +7% cold +7% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Galen's Flowing Robe (0 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+7 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
stargazer's elven-silk robe of light (+45%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +5 Cun dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +60% light +26% darkness ----- def ----- Resists +45% light +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +6 Cun dps ---------- Spell.crit +10% Spell.pwr +29 (+5 eff.) Dmg.mod +30% darkness +30% light +20% all ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of the mountain (+30%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +10 Con dps ---------- Dmg.mod +30% nature +30% physical ----- def ----- Resists +15% all +30% physical Poison- +42% Disease- +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant linen robe of fire (+21%) (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature +14% fire ----- def ----- Resists +7% all +21% fire HP.reg +0.00 Poison- +26% Disease- +25% Cut- +0% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Starriver (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +20 Dex +5 Cun +5 Con dps ---------- Mind.crit +9% Mind.pwr +35 (+6 eff.) Melee Ret 10 light ----- def ----- Armour +1 Fatigue -6% Crit.dmg- 20.12% Phys.save +7 (+2 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Max.enc +26 Max.psi +50.00 A pair of boots made of leather. |
dreamer's pair of voratun boots of rushing (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Str +6 Wil +6 Cun +4 Con ----- def ----- Armour +5 Fatigue +4% Phys.save +15 (+4 eff.) Spell.save +14 (+5 eff.) Mind.save +15 (+4 eff.) Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Glitterstinger' (16 def, 5 armour)2.0 T5 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +21% light ----- def ----- Armour +5 Defense +16 (+4 eff.) Resists +12% acid +12% cold +21% light +21% blight HP.reg +22.00 Heal.mod +40% ---------- misc Light +4 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 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 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Haliregokath the Hazevengeance (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% light +33% blight Res.pen +34% cold On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Armour +2 Fatigue +3% Resists +21% blight +18% cold +12% light Spell.save +12 (+4 eff.) HP.reg +5.00 ---------- misc Stam/turn +1.10 Vim/s.crit +2.68 Max.stam +18.00 Unarmed combat: Power 117% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
cinder rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 fire Dmg.mod +5% fire ----- def ----- Armour +1 Resists +6% fire Unarmed combat: Power 93% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +7 fire On Hit: 10% Fire Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Malslek the Accursed's Hat (2 def, 0 armour)2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+2 eff.) Mind.pwr +15 (+3 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+0 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Shadowveil (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +6 Str +3 Wil +0 Cun dps ---------- Mind.pwr +30 (+5 eff.) Dmg.mod +18% darkness +18% mind Melee Ret 8 darkness On Hit (Melee): * 27% chance to reduce damage dealt by 41% ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +24% fire Spell.save +5 (+2 eff.) Mind.save +0 (+0 eff.) Max.HP +54.00 Heal.mod +12% ---------- misc Max.psi +40.00 Light +4 See.Invis +18 A hat made of leather. Very stylish. |
bladed voratun helm of dexterity (+7) (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +7 Str +10 Dex ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 473.6 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather hat 'Flashburst' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +21 Str +9 Dex +0 Cun dps ---------- Phys.crit +5.0% Phys.pwr +40 (+8 eff.) Acc +30 (+6 eff.) Melee Ret 4 physical On Hit (Melee): * 20% chance to reduce all saves and defense by 51 ----- def ----- Armour +5 Fatigue +5% Resists +33% mind +15% fire Mind.save +24 (+6 eff.) Confus- +39% ---------- misc Stam/turn +4.02 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 473.6 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
grounding voratun helm of strength (+10) (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +10 Str ----- def ----- Armour +5 Fatigue +5% Resists +14% lightning +10% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
searing voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 23 acid 22 fire Melee Ret 15 acid 14 fire ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +30% acid +30% fire A suit of armour made of mail. |
Gunorand the reinforced leather armour (12 def, 15 armour)9.0 T4 light armor [Random Unique] Nature/Master While equipped: Stats +9 Str +6 Wil dps ---------- Phys.crit +7.0% Res.pen +30% blight Acc +30 (+6 eff.) ----- def ----- Armour +15 Defense +12 (+3 eff.) Fatigue +8% Resists +18% darkness +13% physical Phys.save +15 (+4 eff.) Die.at -107.33 life Max.HP +114.00 HP.reg +9.00 Heal.mod +18% ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
troll-hide cured leather armour of Toknor (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Max.HP +45.00 HP.reg +7.40 Heal.mod +14% A suit of armour made of leather. |
impenetrable voratun plate armour of the dragon (0 def, 36 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +36 Fatigue +22% Resists +15% acid +14% physical +15% cold +15% lightning +15% fire Disarm- +40% Stun/Frz- +37% Knockbk- +38% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 150% power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 150% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Chargewitch the steel shield (0 def, 10 armour, 117% power, 42.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 117% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 Melee+ +17 cold On Hit.r1 +14 fire On Crit.r2 +20 lightning On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Wil dps ---------- Phys.crit +9.0% Phys.pwr +9 (+2 eff.) Melee+ 7 fire Dmg.mod +9% lightning On shield block: * Deals 312 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 6 mind 8 fire ----- def ----- Armour +10 Fatigue +8% Resists +12% lightning +12% temporal +9% darkness +14% cold +9% light +18% acid ---------- misc Talents +1 Block Handheld deflection devices. |
Flashgore the dwarven-steel shield (0 def, 6 armour, 130% power, 81.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 131% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 On Hit.r1 +16 fire While equipped: Stats +4 Dex +9 Con dps ---------- Dmg.mod +40% lightning +33% fire Res.pen +34% lightning +34% cold ----- def ----- Armour +6 Fatigue +8% Resists +24% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
7 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
285 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Strikefear (dig speed 6 turns)3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% acid +10% nature +18% mind Res.pen +25% lightning +25% physical Melee Ret 6 acid 8 mind ----- def ----- Resists +15% acid +10% darkness +8% fire +15% nature +39% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
5 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. |
6 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ethereal brass lantern1.0 T1 lite [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +8 (+1 eff.) ---------- misc Light +5 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. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +0% Phys.spd +0% Spell.spd +0% Mind.spd +0% Dmg.mod +15% temporal ----- def ----- Resists +0% all +15% temporal Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
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 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. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
2 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. |
2 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. |
5 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 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. |
amazing pain suppressor salve [power 778] amazing pain suppressor salve [power 778]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 244% efficiency and 61% cooldown modifier. Let you fight up to -778 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 642] powerful healing salve [power 642]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 244% efficiency and 61% cooldown modifier. Heal 642 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 32] simple frost salve [power 32]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 244% efficiency and 61% cooldown modifier. Remove 1 physical effects and grants a frost aura (32% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
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. |
Spider's Fangs (20/20, 124% power, 8 apr)3.0 T4 shot ammo [Unique] Nature/Steamtech Power 124% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Nature Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
flaming pouch of steel shots of crippling (15/15, 117% power, 2 apr)3.0 T2 shot ammo [Ego+] Arcane/Master Power 117% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +13.5% Capacity 15 On Hit.r1 +11 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Shots are used with slings to pummel your foes to death. |
high-capacity pouch of voratun shots of accuracy (43/43, 161% power, 6 apr)3.0 T5 shot ammo [Ego] Master Power 162% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +25 Apr +6 Crit +7.0% Capacity 43 While equipped: ---------- misc Reload +5 Shots are used with slings to pummel your foes to death. |
amazing fungal web0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 125 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
good explosive shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect magnetic shell0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect thunder grenade0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Talents +5 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strap0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +12% lightning Stun/Frz- +20% Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
stralite fatal attractor0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
stralite toxic cannister launcher0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
stralite voltaic sentry0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Voltaic Sentry Tinkers can be attached to normal items to improve them with steam power! |
4 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 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
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. |
5 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
3 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. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Llaanian the Cornac Annihilator level 27
76th Dusk 122nd year of Ascendancy at 14:13 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Llaanian the Cornac Annihilator level 37
53rd Haze 122nd year of Ascendancy at 01:58 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Llaanian the Cornac Annihilator level 26
75th Dusk 122nd year of Ascendancy at 00:03 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Llaanian the Cornac Annihilator level 31
10th Haze 122nd year of Ascendancy at 21:41 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Llaanian the Cornac Annihilator level 30
5th Haze 122nd year of Ascendancy at 14:12 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Llaanian the Cornac Annihilator level 19
57th Dusk 122nd year of Ascendancy at 11:53 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Llaanian the Cornac Annihilator level 14
21st Dusk 122nd year of Ascendancy at 08:09 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Llaanian the Cornac Annihilator level 29
2nd Haze 122nd year of Ascendancy at 05:26 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Llaanian the Cornac Annihilator level 40
72nd Haze 122nd year of Ascendancy at 09:31 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By Llaanian the Cornac Annihilator level 19
57th Dusk 122nd year of Ascendancy at 05:21 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By Llaanian the Cornac Annihilator level 50
1st Allure 123rd year of Ascendancy at 16:42 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Llaanian the Cornac Annihilator level 17
39th Dusk 122nd year of Ascendancy at 22:10 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Llaanian the Cornac Annihilator level 44
10th Decay 122nd year of Ascendancy at 07:41 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Llaanian the Cornac Annihilator level 33
11st Haze 122nd year of Ascendancy at 01:14 see stats
Level 10 (Roguelike)
Got a character to level 10.By Llaanian the Cornac Annihilator level 10
9th Mirth 122nd year of Ascendancy at 21:39 see stats
Level 20 (Roguelike)
Got a character to level 20.By Llaanian the Cornac Annihilator level 20
57th Dusk 122nd year of Ascendancy at 11:53 see stats
Level 30 (Roguelike)
Got a character to level 30.By Llaanian the Cornac Annihilator level 30
2nd Haze 122nd year of Ascendancy at 05:26 see stats
Level 40 (Roguelike)
Got a character to level 40.By Llaanian the Cornac Annihilator level 40
71st Haze 122nd year of Ascendancy at 20:00 see stats
Level 50 (Roguelike)
Got a character to level 50.By Llaanian the Cornac Annihilator level 50
1st Allure 123rd year of Ascendancy at 15:34 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Llaanian the Cornac Annihilator level 44
9th Decay 122nd year of Ascendancy at 02:08 see stats
Overpowered! (Roguelike)
Did over 6000 damage in one attack.By Llaanian the Cornac Annihilator level 44
1st Wintertide 123rd year of Ascendancy at 03:47 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Llaanian the Cornac Annihilator level 38
63rd Haze 122nd year of Ascendancy at 16:28 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Llaanian the Cornac Annihilator level 28
1st Time of Equilibrium 122nd year of Ascendancy at 02:50 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Llaanian the Cornac Annihilator level 26
74th Dusk 122nd year of Ascendancy at 02:16 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Llaanian the Cornac Annihilator level 30
2nd Haze 122nd year of Ascendancy at 09:49 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By Llaanian the Cornac Annihilator level 50
1st Allure 123rd year of Ascendancy at 16:40 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Llaanian the Cornac Annihilator level 9
6th Mirth 122nd year of Ascendancy at 05:07 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Llaanian the Cornac Annihilator level 43
8th Decay 122nd year of Ascendancy at 20:27 see stats
The Sun Still Shines (Roguelike)
Aeryn survived the last battle.By Llaanian the Cornac Annihilator level 50
1st Allure 123rd year of Ascendancy at 16:42 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Llaanian the Cornac Annihilator level 28
1st Haze 122nd year of Ascendancy at 03:26 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Llaanian the Cornac Annihilator level 34
29th Haze 122nd year of Ascendancy at 05:59 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Llaanian the Cornac Annihilator level 25
73rd Dusk 122nd year of Ascendancy at 18:44 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Llaanian the Cornac Annihilator level 16
35th Dusk 122nd year of Ascendancy at 23:09 see stats
Unstoppable (Roguelike)
Returned from the dead.By Llaanian the Cornac Annihilator level 36
51st Haze 122nd year of Ascendancy at 01:46 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Llaanian the Cornac Annihilator level 25
74th Dusk 122nd year of Ascendancy at 00:51 see stats
Log
Llaanian uses Upgrade.
Llaanian uses Upgrade.
Llaanian uses Upgrade.
Llaanian uses Upgrade.
Llaanian uses Upgrade.
Llaanian uses Upgrade.
Llaanian uses Upgrade.
Llaanian uses Upgrade.
Llaanian uses Upgrade.
Today is the 2nd Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Llaanian uses Upgrade.
Llaanian uses Upgrade.
Llaanian uses Upgrade.
Llaanian uses Upgrade.
Llaanian uses Upgrade.











































































































































































