
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Disable Sawbutcher Rares 1.4.5Removes the sawbutcher class from random generated npcs. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Rod of Dissipation 1.6.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot Escort Rescheduling 1.6.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ambush Escape 1.3.0Gives the player an option to escape the orc ambush without fighting. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Shared Stash 1.4.8About: After half a day diving in documentations and source code of other addons (original Items Vault included) this is what I managed to put together. Shared Stash features: From Russia with love. Changelog: Items Vault 1.6.0Donators/Buyers bonus! Square Field of Vision - Revised 1.0.6Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Cloak Reminder 1.3.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Possessor Bonus Class 1.6.6Donators/Buyers bonus! NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then:
Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Tough Melinda light 1.5.0Melinda get a small boost so she can survived a little more. + 200 hp +10% resistance to fire and darkness + 15% resistance to acid +20% resistance to blight Note: Melinda may had other resistances or those named before be more highter, Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Arcane and Arcane Disrupting Transmogrification Highlighting 1.2.3Changes the color of the highlight on Arcane and Arcane Disrupting items in the Transmogrification chest. Special thanks to Marson. Wouldn't have been able to get this addon going if it weren't for his help and tips throughout. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Psyshot |
Level / Exp | 50 / 358% |
Size | medium |
Lifes / Deaths | Killed by steam giant yeti rider at level 5 on the 16th Retaking 124th year of Ascendancy at 03:20 0 / 8Killed by blade horror at level 13 on the 37th Retaking 124th year of Ascendancy at 17:10 Killed by orc assassin at level 19 on the 9th Revenge 124th year of Ascendancy at 04:36 Killed by Mindblower's Inner Demon at level 50 on the 30th Destruction 124th year of Ascendancy at 00:47 Killed by Sher'Tul High Priest at level 50 on the 34th Destruction 124th year of Ascendancy at 10:47 Killed by Sher'Tul High Priest at level 50 on the 34th Destruction 124th year of Ascendancy at 14:08 Killed by Sher'Tul High Priest at level 50 on the 34th Destruction 124th year of Ascendancy at 18:21 Killed by Sher'Tul High Priest at level 50 on the 34th Destruction 124th year of Ascendancy at 19:39 |
Primary Stats
Strength | 56 (base 29) |
Dexterity | 95 (base 60) |
Constitution | 16 (base 10) |
Magic | 19 (base 10) |
Willpower | 87 (base 60) |
Cunning | 100 (base 60) |
Resources
Life | -202/1057 |
Positive | 177/177 |
Psi | 159/167 |
Steam | 100/100 |
Healing Factor | 1.0483870967742 |
Regeneration | 3.407258064516 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 2 |
ESP Range | 20 |
ESP Kinds | humanoid, giant |
Offense: Mainhand
Damage | 60 |
Accuracy | 70 |
Crit Chance | 47% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 40 |
Accuracy | 68 |
Crit Chance | 50% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 76 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Cold | +38% |
Mind | +54% |
Fire | +48% |
All | +18% |
Offense: Damage Penetration
Cold | +27% |
Mind | +45% |
Fire | +27% |
All | +15% |
Defense: Base
Armour (hardiness) | 74.335093952971 (83.103448275862%) |
Defense | 50 |
Ranged Defense | 57 |
Fatigue | 24 |
Physical Save | 42 |
Spell Save | 46 |
Mental Save | 53 |
Defense: Resistances
Light | + 51%( 70%) |
Fire | + 70%( 70%) |
Cold | + 54%( 70%) |
Physical | + 47%( 70%) |
Mind | + 70%( 70%) |
All | + 43%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 50 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 158% efficiency and cooldown mod of 91%. 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 150% efficiency and cooldown mod of 58%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.7 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 1.59 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Nightmare | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Gestalt | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 0.80 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Molten Iron Blood |
talent | Automated Cloak Tessellation |
talent | Gestalt |
talent | Chant of Fortress |
beneficial effect | Steampower increased by 28. Gestalt |
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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
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 |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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 | ![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% ---------- misc Talents +1 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | ![]() 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) While equipped: ---------- misc Talents +4 Hook Shell (cooling down: 5 turns) 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. |
Light source | ![]() 1.0 T5 lite [Ego++] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +16.00% Phys.pwr +7 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Phys.save +13 (+5 eff.) Spell.save +14 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +10 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +15 (+5 eff.) Blind- +50% A Helmet. But with steam power! |
On hands | ![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +1 Sand Shredder 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% Attackspeed is 100% for non-Brawlers! Gauntlets. But with steam power! |
Tool | ![]() 2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+2 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag +5 Wil +2 Cun dps ---------- Spell.pwr +9 (+4 eff.) Mind.pwr +15 (+4 eff.) Dmg.mod +26% mind ----- def ----- Resists +14% mind Spell.save +8 (+3 eff.) ---------- misc Hate/m.crit +1.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego+] Master While equipped: ----- def ----- Fatigue -7% HP.reg +3.00 ---------- misc Masteries +0.29 Steamtech/Blacksmith +0.29 Psionic/Action at a distance Amulets can have magical properties. |
In main hand | ![]() 4.0 T5 steamgun 1H weapon [Unique] Psionic/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 117.04 mind damage (based on Mindpower) in a radius 1 around the target * splashes acid on your target dealing 69 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Steampwr +15 (+3 eff.) Mind.pwr +15 (+4 eff.) ---------- misc Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
Around waist | ![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 28 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 36% chance to evade melee and ranged attacks and 45 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 109% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Fire Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold On Hit: * splashes acid on your target dealing 74 damage and reducing their armor While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+4 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+4 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% fire +15% mind +15% light Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.3 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 77 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | ![]() 14.0 T4 heavy armor [Ego] Master While equipped: ----- def ----- Armour +26 Hardiness +20% Defense +4 (+1 eff.) Fatigue +13% Resists +19% fire A suit of armour made of mail. |
Inventory
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +11% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +14% ---------- misc Infravis +2 Sight +2 See.Invis +6 Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Stun/Frz- +20% ---------- misc Max.enc +21 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +9 (+3 eff.) Fatigue -5% ---------- misc Max.enc +24 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 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 97% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +13% nature ----- def ----- Defense +12 (+4 eff.) Resists +26% nature Rings can have magical properties. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Normal] Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+7 eff.) Dmg.mod +30% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 150% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +180 Uses 1.0 Steam While equipped: dps ---------- Mov.spd +0% ----- def ----- Armour +19 Defense +14 (+5 eff.) Fatigue +0% ---------- misc Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
![]() 3.0 T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Power 162% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 HP.leech +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +18 Defense +14 (+5 eff.) Fatigue +15% ---------- misc Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 153% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Dex +12 Wil +13 Con dps ---------- Phys.spd +10% Acc +10 (+2 eff.) ----- def ----- Max.HP +45.00 Sharp, long, and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Unique] Psionic Power 147% Range: 1.4x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+9 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 115% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+3 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+8 eff.) Either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower). Uses 55 power out of 60/60 Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
![]() 4.0 T5 sling 1H weapon [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +8% all Acc +13 (+3 eff.) Apr +10 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 steamgun 1H weapon [Rare] Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +20 lightning On Crit.r2 +16 lightning Uses 2.0 Steam While equipped: Stats +6 Cun dps ---------- Steampwr +12 (+2 eff.) Res.pen +20% lightning +15% cold +20% fire ----- def ----- Resists +18% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 2H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +25 Atk.spd 67% Dmg.mult 250% Range +10 Proj.spd +600% Shots beam through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 19 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
![]() 9.0 T5 steamgun 2H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Dmg.mult 125% Range +10 Proj.spd +600% Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
![]() 3.0 T4 shot ammo [Rare] Master Power 161% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +12.5% Capacity 20 Proj.spd +200% On Hit.r1 +20 light +20 blight On Crit.r2 +20 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 14 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego+] Arcane/Master Power 160% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 21 Ranged+ +6 light Against +11% Undead On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T5 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+6 eff.) Rng.Def +17 (+5 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+6 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 77.72 to 97.15 light damage (based on Willpower and Cunning). Uses 11 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Cun +5 Mag dps ---------- Crit.mult +20.00% Spell.pwr +10 (+5 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+6 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 30, based on Cunning and Magic) for 10 turns. Uses 46 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Str 60 [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 18 acid 21 fire Melee Ret 13 acid 13 fire ----- def ----- Armour +20 Fatigue +14% Resists +20% acid +22% fire Phys.save +11 (+4 eff.) A suit of armour made of metal plates. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+3 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+7 eff.) Spell.save +20 (+7 eff.) Mind.save +20 (+7 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.0 Pwr.cost 46 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 3.0 T3 feet armor [Ego++] Nature/Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +4 Fatigue +3% HP.reg +4.00 Heal.mod +12% Rush: Puts all charms on 23 cooldown Level 3.0 Pwr.cost 23 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. |
![]() 1.0 T4 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +16 (+5 eff.) Melee+ 9 blight Dmg.mod +7% blight ----- def ----- Armour +3 Resists +8% blight Unarmed combat: Power 142% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +10 blight On Hit: 20% Soul Rot 5 Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 124% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +12.0% Atk.spd 83% Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +0 Cun +4 Wil dps ---------- Phys.pwr -10 (-4 eff.) Spell.pwr -10 (-6 eff.) Mind.pwr -10 (-2 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Mind.save +0 (+0 eff.) Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 14 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+3 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+4 eff.) Resists +15% fire Mind.save +0 (+0 eff.) ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +6 Dex +0 Cun ----- def ----- Armour +4 Fatigue +4% Resists +9% mind +6% temporal Phys.save +6 (+2 eff.) Mind.save +0 (+0 eff.) Max.HP +40.00 Knockbk- +20% Skullcracker: Puts all charms on 19 cooldown Level 3.0 Pwr.cost 19 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 263.4 Physical damage. If the attack hits, the target is confused (45% 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 28 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 5 Call a trained yeti for help. Uses 1 power out of 5/8 Call a trained yeti to your side. |
amazing fiery salve [power 24] amazing fiery salve [power 24]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 magical effects and grants a fiery aura (24% fire, light and lightning affinity) Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 24] amazing frost salve [power 24]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 343] amazing healing salve [power 343]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 343 Puts Talent Medical Injector on 14 cooldown Medical salve. |
amazing pain suppressor salve [power 300] amazing pain suppressor salve [power 300]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -300 life and reduces all damage by 29% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 95] amazing unstoppable force salve [power 95]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Increases all saves by 95 and healing factor by half Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
amazing water salve [power 24] amazing water salve [power 24]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 mental effects and grants a water aura (24% blight, mind and acid affinity). Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 185 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. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Mindblower the Orc Psyshot level 11
32nd Retaking 124th year of Ascendancy at 02:06 see stats
By Mindblower the Orc Psyshot level 12
35th Retaking 124th year of Ascendancy at 13:45 see stats
By Mindblower the Orc Psyshot level 28
40th Revenge 124th year of Ascendancy at 10:02 see stats
By Mindblower the Orc Psyshot level 10
21st Retaking 124th year of Ascendancy at 18:34 see stats
By Mindblower the Orc Psyshot level 20
9th Revenge 124th year of Ascendancy at 10:55 see stats
By Mindblower the Orc Psyshot level 30
12nd Dearth 124th year of Ascendancy at 21:00 see stats
By Mindblower the Orc Psyshot level 40
51st Dearth 124th year of Ascendancy at 11:10 see stats
By Mindblower the Orc Psyshot level 50
29th Destruction 124th year of Ascendancy at 17:24 see stats
By Mindblower the Orc Psyshot level 50
29th Destruction 124th year of Ascendancy at 18:25 see stats
By Mindblower the Orc Psyshot level 31
14th Dearth 124th year of Ascendancy at 20:30 see stats
By Mindblower the Orc Psyshot level 34
36th Dearth 124th year of Ascendancy at 15:36 see stats
By Mindblower the Orc Psyshot level 25
21st Revenge 124th year of Ascendancy at 21:28 see stats
By Mindblower the Orc Psyshot level 50
34th Destruction 124th year of Ascendancy at 10:36 see stats
By Mindblower the Orc Psyshot level 37
48th Dearth 124th year of Ascendancy at 03:51 see stats
By Mindblower the Orc Psyshot level 45
15th Destruction 124th year of Ascendancy at 15:39 see stats
By Mindblower the Orc Psyshot level 25
16th Revenge 124th year of Ascendancy at 13:32 see stats
By Mindblower the Orc Psyshot level 15
45th Retaking 124th year of Ascendancy at 14:43 see stats
Log
Mindblower hits Eyed tentacle for 35 mind damage.
Mindblower killed Eyed tentacle!
Talent Boiling Shot is ready to use.
Talent Mind Injection is ready to use.
Talent Hook Shell is ready to use.
Mindblower shoots!
Mindblower's Shoot performs a ranged critical strike against Spiked tentacle!
Spiked tentacle is corroded.
Mindblower's Shoot hits Spiked tentacle for 141 mind, 220 nature, 140 mind, 43 mind (545 total damage).
Mindblower's Shoot killed Spiked tentacle!
Amakthel's Hand enters a deep slumber.
Amakthel's Hand enters a deep slumber.
Sher'Tul High Priest's Lucent Wrath hits Mindblower for (39 flat reduction), 133 temporal, (39 flat reduction), 42 light (176 total damage).
Mindblower is no longer inspired.
Talent Metalstar is ready to use.
Talent Condensate is ready to use.
Talent Improved Gestalt is ready to use.
Mindblower receives 105 healing from Emblem of Evasion .
Mindblower receives 432 healing.
Something hits Mindblower for (39 flat reduction), 1219 darkness (1219 total damage).
Mindblower the level 50 orc psyshot was shadowed to death by Sher'Tul High Priest on level 5 of The Slumbering Caves.
Mindblower deactivates Mental Tyranny.
Mindblower deactivates Gestalt.
Mindblower deactivates Chant of Fortress.
Mindblower tessellates his cloak!
Mindblower deactivates Molten Iron Blood.