















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 50 / 521% |
| Size | medium |
| Lifes / Deaths | Killed by sun-mage at level 14 on the 33rd Retaking 124th year of Ascendancy at 08:08 3 / 4Killed by Aryrin the sewer alligator at level 20 on the 8th Revenge 124th year of Ascendancy at 19:33 Killed by Aryrin the sewer alligator at level 20 on the 8th Revenge 124th year of Ascendancy at 23:08 Killed by Jahi the shalore at level 31 on the 8th Dearth 124th year of Ascendancy at 20:55 |
Primary Stats
| Strength | 69 (base 29) |
| Dexterity | 90 (base 60) |
| Constitution | 80 (base 60) |
| Magic | 9 (base 10) |
| Willpower | 33 (base 10) |
| Cunning | 88 (base 60) |
Resources
| Life | 1472/1472 |
| Stamina | 330/330 |
| Steam | 116/118 |
| Healing Factor | 1.4663674030601 |
| Regeneration | 51.950013219476 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Stealth | 10 |
| ESP Range | 20 |
| ESP Kinds | humanoid, dragon, giant |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 68 |
| Crit Chance | 70% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 79 |
| Accuracy | 68 |
| Crit Chance | 70% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.25 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +30% |
| Light | +38% |
| Blight | +36% |
| Fire | +46% |
| All | +18% |
Offense: Damage Penetration
| Lightning | +32% |
| Nature | +16% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 66.335093952971 (47.857809501309%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 34 |
| Physical Save | 45 |
| Spell Save | 23 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 50%( 70%) |
| Blight | + 57%( 70%) |
| Arcane | + 19%( 40%) |
| Cold | + 63%( 80%) |
| All | + 38%( 70%) |
| Darkness | + 50%( 80%) |
| Physical | + 52%( 70%) |
| Lightning | + 80%( 80%) |
| Mind | + 54%( 70%) |
| Fire | + 65%( 80%) |
| Nature | + 50%( 80%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
| Bleed Resistance | 60% |
| Knockback Resistance | 50% |
| Stun Resistance | 75% |
| Pinning Resistance | 69% |
| Poison Resistance | 60% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 142% efficiency and cooldown mod of 71%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 174% efficiency and cooldown mod of 66%. Its effects scale with your Dexterity stat. |
| 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 10.5 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -304 life. The duration and life will increase by 1% for every 1% life you have lost (currently 304 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Agile Gunner |
| talent | Automated Cloak Tessellation |
| talent | Daunting Presence |
| talent | Evasive Shots |
| talent | Embedded Restoration Systems |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 150% of the time and arcane sustains have a 15.0% chance to deactivate each turn. Antimagic Disruption |
| beneficial effect | You lay moss where you walk. Moss Tread |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
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. | active |
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! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
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 | Steam Powered Boots (9 def, 16 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +9 Str / +11 Dex Changes damage: +10% fire Talent granted: +5 Moss Tread Stealth bonus: +10 Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | psychokinetic pouch of voratun shots of disruption (19/19, 166% power, 6 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 167% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 178 physical damage * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Ranged): +25 physical Damage against: +30% Unnatural When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | preserving dwarven lantern of the zealot Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Con Changes resistances: +13% blight / +3% all Changes damage: +20% light Spell save: +13 (+7 eff.) Life regen: +13.00 Light radius: +10 See stealth: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (4 def, 13 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +13 Defense: +4 (+1 eff.) Fatigue: +10% Changes stats: +6 Str / +11 Cun / +6 Con Changes resistances: +10% all Mental save: +16 (+5 eff.) Blindness immunity: +50% A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 13 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +13 Changes stats: +7 Str / +7 Dex Changes damage: +8% all Talent granted: +3 Toxic Cannister Launcher Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | extending voratun torque of psionic shield [power 173] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Eruldir the HeatboltPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +25 (+7 eff.) Physical crit. chance: +8.0% Armour: +8 Changes resistances: +18% blight Changes damage: +18% blight / +18% fire / +12% acid Critical mult.: +20.00% Rings make your fingers look great! |
| On fingers | Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant 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" |
| Around neck | voratun amulet 'Galequick'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Changes stats: +10 Wil / +6 Con Changes resistances: +15% lightning Changes resistances penetration: +25% lightning Physical save: +19 (+6 eff.) Life regen: +11.00 Maximum life: +78.00 Maximum hate: +10.00 Maximum psi: +30.00 Amulets make your neck look great! |
| In main hand | throat-seeking voratun steamgun of true flight Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +35 Crit. chance: +20.0% Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +9 nature Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +12.0% Changes resistances penetration: +9% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | balancing drakeskin leather belt of containment Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +11 (+3 eff.) Changes stats: +6 Cun / +5 Dex Maximum life: +81.00 Maximum mana: +52.00 Maximum stamina: +46.00 Maximum hate: +15.00 Maximum psi: +30.00 Maximum vim: +34.00 Maximum pos.energy: +36.00 Maximum neg.energy: +38.00 Mental crit. chance: +10% Slows Projectiles: +25% Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
| In off hand | Thoughtcaster Requires: - Willpower 20 - Dexterity 25 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +25 Crit. chance: +20.0% Attack speed: 100% Dam. multiplier: 110% Firing range: +10 On weapon hit: * deal 51.92 mind damage (based on Mindpower) in a radius 1 around the target Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Vacuum Shot (-2 turns) Blunt Shot (-3 turns) Mindpower: +15 (+5 eff.) Mental crit. chance: +5% Steampower: +15 (+4 eff.) Steam crit. chance: +5% On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
| Cloak | Ureslak's Molted Scales (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +50% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature Stun/Freeze immunity: +50% It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
| Main armor | Chromatic Harness (10 def, 14 armour) Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Poison immunity: +60% Disease immunity: +60% Cut immunity: +60% Stun/Freeze immunity: +25% Knockback immunity: +50% Life regen: +8.00 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
steam generator implant (steam 7)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.6 steam per turn. Can be activated for an instant burst of 33 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 10)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.5 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic RetributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Gardanion, the Light of GodPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+11 eff.) Spellpower: +40 (+6 eff.) Mindpower: +40 (+13 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+10 eff.) When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
cleansing steel amulet of strength (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +14% nature / +11% blight Poison immunity: +20% Disease immunity: +28% Amulets make your neck look great! |
enraging stralite amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Damage (Melee): 9 light / 12 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 23% * 5% chance to blind Changes damage: +7% physical / +9% light / +7% darkness Combat speed: +10% Amulets make your neck look great! |
enraging voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Changes damage: +10% blight / +6% physical / +10% fire Critical mult.: +15.00% Spellpower: +10 (+2 eff.) Combat speed: +10% Amulets make your neck look great! |
protective stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +17 Armour: +3 Defense: +7 (+2 eff.) Changes resistances cap: +3% all Critical mult.: +12.00% Physical save: +14 (+4 eff.) Amulets make your neck look great! |
protective voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +14 Armour: +8 Defense: +6 (+2 eff.) Changes resistances cap: +5% all Critical mult.: +13.00% Physical save: +17 (+5 eff.) Amulets make your neck look great! |
savior's gold amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +15 (+5 eff.) Spell save: +13 (+7 eff.) Mental save: +10 (+3 eff.) Blindness immunity: +16% Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
stabilizing copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
conjurer's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 28 Damage (Melee): 13 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 28 Damage (Ranged): 11 physical Changes stats: +5 Mag / +6 Wil / +4 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Spellpower: +8 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: 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! |
gladiator's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +7 Str / +5 Con Blindness immunity: +28% Infravision radius: +3 See stealth: +14 See invisible: +10 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.gladiator's voratun ring of nature (+30%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +7 Str / +6 Con Changes resistances: +30% nature Changes damage: +15% nature Rings make your fingers look great! |
rogue's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Mental save: +7 (+2 eff.) Confusion immunity: +22% Rings make your fingers look great! |
savage's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +13 (+7 eff.) Maximum stamina: +13.00 Rings make your fingers look great! |
solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +6 Wil Life regen: +17.00 Maximum life: +74.00 Mindpower: +10 (+3 eff.) Healing mod.: +14% Rings make your fingers look great! |
treant's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +5% nature / +5% blight Poison immunity: +11% Disease immunity: +11% Rings make your fingers look great! |
treant's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +13% nature / +15% blight Poison immunity: +18% Disease immunity: +20% Life regen: +8.00 Maximum life: +69.00 Healing mod.: +12% Rings make your fingers look great! |
wizard's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 28 Damage (Melee): 8 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 28 Damage (Ranged): 7 physical Changes stats: +3 Cun / +4 Mag Spell save: +8 (+4 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.enhanced voratun greatmaul (181% power, 4 apr) Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +19 Str / +14 Dex / +10 Mag / +14 Wil / +13 Cun / +13 Con Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.caustic voratun mace of disruption (157% power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (radius 2) on crit: +32 acid / +45 nature Damage against: +21% Unnatural When wielded/worn: Armour penetration: +14 Changes resistances penetration: +19% acid / +18% nature Blunt and deadly. |
AryldamaRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Crit. chance: +2.0% Attack speed: 100% Firing range: +7 Damage (Ranged): +8 lightning When wielded/worn: Damage when hit (Melee): 2 temporal Changes stats: +1 Str Changes resistances penetration: +8% physical Changes damage: +10% lightning / +10% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Critical mult.: +10.00% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.shimmering dragonbone vilestaff of greater warding (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Defense: +10 (+3 eff.) Maximum wards: +3 darkness Changes damage: +30% darkness Talents granted: +4 Ward +1 Command Staff Mana each turn: +0.33 Maximum mana: +85.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
AnnihilatorRequires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 67% Dam. multiplier: 100% Firing range: +8 On weapon hit: * 50% chance to reload 1 ammo Travel speed: +600% Attacks use: 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
Arath the stralite steamgunRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 89% Range: 1.1x Uses stat: Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +800% Damage Shield penetration (this weapon only): +30% Attacks use: 2.0 Steam When wielded/worn: Armour: +14 Ammo reloads per turn: +4 Changes stats: +9 Str / +9 Dex / +7 Mag / +8 Wil / +8 Cun / +10 Con Only die when reaching: -60.00 life Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Talosis' CounterpointRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
throat-seeking dwarven-steel steamgun of dampeningRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +5 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +8% acid / +8% lightning / +8% cold / +8% fire / +3% all Changes resistances penetration: +6% nature Spell save: +6 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
throat-seeking stralite steamgun of true flightRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +13 nature Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +8.0% Changes resistances penetration: +7% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.impervious voratun steamsaw of lightning resistance (+26%) (65% power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 149% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +104 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +17 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +6 Con Changes resistances: +26% lightning Talent granted: +3 Block Physical save: +7 (+2 eff.) 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! |
Dazzletrial the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Dex / +5 Wil / +3 Cun Changes resistances: +6% darkness / +6% nature Changes resistances penetration: +25% light Changes damage: +6% light Physical save: +21 (+7 eff.) Spell save: +13 (+7 eff.) Mental save: +12 (+4 eff.) Pinning immunity: +20% A belt that goes around your waist. |
hardened leather belt 'Borisarath'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +10 (+3 eff.) Armour: +4 Changes resistances: +16% acid / +7% fire / +15% nature / +8% cold / +3% mind / +14% lightning Changes resistances penetration: +10% physical Teleport immunity: +20% A belt that goes around your waist. |
noble's hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +3 Wil / +8 Cun / +6 Lck Damage against: +15% Summoned Reduced damage from: +15% Summoned Trap disarming bonus: +9 Stealth bonus: +10 Infravision radius: +4 A belt that goes around your waist. |
rough leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Jetpack (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun Talent granted: +1 Rocket Dash Physical save: +10 (+3 eff.) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Finally. |
Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
thick linen cloak of Iron Throne (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Chalygas the elven-silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +40% lightning / +9% temporal / +15% all Changes damage: +27% lightning / +15% mind Critical mult.: +10.00% Mental save: +9 (+3 eff.) Equilibrium when hit: +0.24 Mindpower: +33 (+11 eff.) Mental crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 52.23 to 65.29 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
This item will automatically be transmogrified when you leave the level.stormwoven elven-silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Str / +6 Mag / +6 Wil Changes resistances: +17% blight / +11% cold / +12% lightning / +15% all Changes damage: +29% lightning / +25% physical / +20% cold Life regen: +4.40 Maximum life: +88.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% blight / +9% all Life regen: +1.50 Maximum life: +48.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Iseba the Dawnnight (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Dex / +2 Wil / +6 Cun / +8 Lck Changes resistances penetration: +25% light Changes damage: +6% light / +15% cold Stealth bonus: +7 Physical save: +10 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 85% 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. |
Sepsisrock (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +3 Physical crit. chance: +4.0% Armour: +3 Changes stats: +3 Cun / +9 Mag Changes resistances: +9% nature Changes damage: +11% arcane Only die when reaching: -80.00 life See invisible: +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of dexterity (+3) (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +5 Changes stats: +3 Dex Mental save: +7 (+2 eff.) Maximum life: +62.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 temporal Damage (Ranged): 10 temporal Changes resistances: +7% temporal Changes damage: +4% temporal 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. |
voratun gauntlets 'Morbusreaper' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 6% * 25% chance to reduce all saves and defense by 28 * 20% chance to slow global speed by 55% Damage (Melee): 40 darkness / 31 mind Damage when hit (Melee): 4 fire Changes resistances: +15% acid Changes resistances penetration: +10% acid / +25% fire / +25% nature Mental save: -8 (-4 eff.) Mindpower: +8 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-4 eff.) Defense: -10 (-4 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-3 eff.) 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. |
Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
101 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
13 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.Dairahell the voratun pickaxe (dig speed 12 turns) Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +10 Str / +6 Cun Changes resistances: +9% light Changes damage: +15% fire / +15% mind / +9% arcane Mental save: +15 (+5 eff.) Cut immunity: +22% Only die when reaching: -60.00 life Maximum life: +108.63 Maximum mana: +80.00 Spellpower: +30 (+5 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lelitokan the Ravenglamour (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +2 Str / +3 Wil / +5 Cun / +2 Con Changes resistances penetration: +15% darkness Changes damage: +6% darkness Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 47.66 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 47.66 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern of the zealotInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +5 (+3 eff.) Light radius: +3 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 412] amazing pain suppressor salve [power 412]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 142% efficiency and 71% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -412 life and reduces all damage by 28% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
great healing salve [power 406] great healing salve [power 406]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 142% efficiency and 71% cooldown modifier. It can be used to heal 406 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 17] simple frost salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 142% efficiency and 71% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 209] simple healing salve [power 209]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 142% efficiency and 71% cooldown modifier. It can be used to heal 209 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Polyta the Galesting (18/18, 150% power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 151% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 Damage (Ranged): +16 lightning / +20 cold / +12 nature Damage (radius 1) on hit: +20 nature / +8 lightning Damage (radius 2) on crit: +12 lightning When wielded/worn: Shots are used with slings to pummel your foes to death. |
chilling pouch of dwarven-steel shots of accuracy (22/22, 140% power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 141% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 Damage (Ranged): +13 cold When wielded/worn: Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of iron shots (13/13, 112% power, 1 apr)Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 112% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 13 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 178 physical damage Damage (Ranged): +8 physical When wielded/worn: Shots are used with slings to pummel your foes to death. |
tundral pouch of iron shots of erosion (20/20, 114% power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 114% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 20 Damage (Ranged): +6 nature / +10 cold Damage (radius 2) on crit: +6 cold When wielded/worn: Shots are used with slings to pummel your foes to death. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
crude flash powderPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Talent granted: +1 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Armour Penetration: +12 Crit. chance: +12.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Armour Penetration: +12 Crit. chance: +12.0% Tinkers can be attached to normal items to improve them with steam power! |
good magnetic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
good saw shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
good waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Changes resistances: +10% nature / +10% cold Tinkers can be attached to normal items to improve them with steam power! |
iron armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Armour: +1 Armour Hardiness: +20% Fatigue: +5% Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Changes stats: +4 Cun Mental save: +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes resistances: +24% lightning Stun/Freeze immunity: +40% Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes stats: +8 Cun Mental save: +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Armour Penetration: +16 Crit. chance: +16.0% Tinkers can be attached to normal items to improve them with steam power! |
well-made saw shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
supercharged stralite torque of psionic shield [power 141] (29 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 141 for 5 turns Activation puts all charms on cooldown for 29 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.piercing dragonbone totem of healing [power 518] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 518 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.cleansing dragonbone wand of conjuration [power 415] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a magical bolt dealing 490 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold
Buy an item from an AAA.By Big Iron Big Iron Big Iro the Orc Gunslinger level 8
19th Retaking 124th year of Ascendancy at 20:28 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Big Iron Big Iron Big Iro the Orc Gunslinger level 13
31st Retaking 124th year of Ascendancy at 17:18 see stats
Exterminator
Killed 1000 creatures.By Big Iron Big Iron Big Iro the Orc Gunslinger level 29
14th Pain 124th year of Ascendancy at 14:17 see stats
Level 10
Got a character to level 10.By Big Iron Big Iron Big Iro the Orc Gunslinger level 10
20th Retaking 124th year of Ascendancy at 14:12 see stats
Level 20
Got a character to level 20.By Big Iron Big Iron Big Iro the Orc Gunslinger level 20
7th Revenge 124th year of Ascendancy at 07:31 see stats
Level 30
Got a character to level 30.By Big Iron Big Iron Big Iro the Orc Gunslinger level 30
15th Pain 124th year of Ascendancy at 01:20 see stats
Level 40
Got a character to level 40.By Big Iron Big Iron Big Iro the Orc Gunslinger level 40
14th Loss 124th year of Ascendancy at 19:02 see stats
Level 50
Got a character to level 50.By Big Iron Big Iron Big Iro the Orc Gunslinger level 50
18th Destruction 124th year of Ascendancy at 16:34 see stats
One Ill Turn Deserves Another
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Big Iron Big Iron Big Iro the Orc Gunslinger level 49
18th Destruction 124th year of Ascendancy at 16:34 see stats
Overpowered!
Did over 6000 damage in one attack.By Big Iron Big Iron Big Iro the Orc Gunslinger level 50
22nd Destruction 124th year of Ascendancy at 19:01 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Big Iron Big Iron Big Iro the Orc Gunslinger level 33
41st Dearth 124th year of Ascendancy at 17:21 see stats
Size is everything
Did over 1500 damage in one attack.By Big Iron Big Iron Big Iro the Orc Gunslinger level 30
15th Pain 124th year of Ascendancy at 02:03 see stats
Size matters
Did over 600 damage in one attack.By Big Iron Big Iron Big Iro the Orc Gunslinger level 27
48th Revenge 124th year of Ascendancy at 18:01 see stats
The Dead God Rests
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Big Iron Big Iron Big Iro the Orc Gunslinger level 50
23rd Destruction 124th year of Ascendancy at 22:47 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Big Iron Big Iron Big Iro the Orc Gunslinger level 36
49th Dearth 124th year of Ascendancy at 05:08 see stats
The bigger the better!
Did over 3000 damage in one attack.By Big Iron Big Iron Big Iro the Orc Gunslinger level 34
46th Dearth 124th year of Ascendancy at 07:35 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Big Iron Big Iron Big Iro the Orc Gunslinger level 24
48th Revenge 124th year of Ascendancy at 02:06 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Big Iron Big Iron Big Iro the Orc Gunslinger level 50
18th Destruction 124th year of Ascendancy at 21:17 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Big Iron Big Iron Big Iro the Orc Gunslinger level 30
28th Pain 124th year of Ascendancy at 17:29 see stats
Log
Lava floor hits Big Iron Big Iron Big Iro for (10 flat reduction), 0 fire (0 total damage).
Big Iron Big Iron Big Iro's Chant of Fortitude has been disrupted by anti-magic forces!
Big Iron Big Iron Big Iro picks up (2.): caustic voratun mace of disruption (157% power, 6 apr).
Big Iron Big Iron Big Iro's Chant of Fortitude has been disrupted by anti-magic forces!
Lava floor hits Big Iron Big Iron Big Iro for (10 flat reduction), 0 fire (0 total damage).
Big Iron Big Iron Big Iro picks up ( .): cleansing dragonbone wand of conjuration [power 415] (15 cooldown).
Big Iron Big Iron Big Iro's Chant of Fortitude has been disrupted by anti-magic forces!
Lava floor hits Big Iron Big Iron Big Iro for (12 flat reduction), 0 fire (0 total damage).
Talent Pride of the Orcs is ready to use.
Big Iron Big Iron Big Iro's Chant of Fortitude has been disrupted by anti-magic forces!
Big Iron Big Iron Big Iro's Chant of Fortitude has been disrupted by anti-magic forces!
Big Iron Big Iron Big Iro's Chant of Fortitude has been disrupted by anti-magic forces!
Big Iron Big Iron Big Iro's Chant of Fortitude has been disrupted by anti-magic forces!
Big Iron Big Iron Big Iro's Chant of Fortitude has been disrupted by anti-magic forces!
Amakthel's Mouth has regained its confidence.
Talent Moss Tread is ready to use.
Big Iron Big Iron Big Iro's Chant of Fortitude has been disrupted by anti-magic forces!
Big Iron Big Iron Big Iro uses Moss Tread.
Big Iron Big Iron Big Iro's Chant of Fortitude has been disrupted by anti-magic forces!
Big Iron Big Iron Big Iro deactivates her cloak's restoration systems.


















































































































































