










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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Better Item Description 1.7.4This 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 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 | Male |
| Race | Kruk Yeti |
| Class | Bulwark |
| Level / Exp | 50 / 1732% |
| Size | medium |
| Lifes / Deaths | Killed by sun-mage at level 11 on the 22nd Retaking 124th year of Ascendancy at 08:57 3 / 4Killed by Adasa the shalore at level 24 on the 27th Revenge 124th year of Ascendancy at 04:37 Killed by Laienderon the shalore at level 24 on the 35th Revenge 124th year of Ascendancy at 07:29 Killed by Sleeping Emybeth at level 50 on the 12nd Destruction 124th year of Ascendancy at 13:52 |
Primary Stats
| Strength | 97 (base 60) |
| Dexterity | 69 (base 60) |
| Constitution | 99 (base 60) |
| Magic | 21 (base 10) |
| Willpower | 29 (base 10) |
| Cunning | 49 (base 29) |
Resources
| Life | 2205/2205 |
| Stamina | 358/358 |
| Steam | 100/100 |
| Healing Factor | 1.4962863033206 |
| Regeneration | 5.4877003076993 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 9 |
| See Stealth | 70.294708266768 |
| See Invisible | 70.294708266768 |
Offense: Mainhand
| Damage | 137 |
| Accuracy | 65 |
| Crit Chance | 50% |
| APR | 65 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +14% |
| Arcane | +14% |
| Mind | +23% |
| All | +8% |
| Darkness | +17% |
| Light | +50% |
| Temporal | +20% |
| Fire | +18% |
| Physical | +38% |
Offense: Damage Penetration
| Acid | +20% |
| Light | +40% |
| Darkness | +30% |
| Mind | +20% |
| Fire | +20% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 123.3554268627 (100%) |
| Defense | 59 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 73 |
| Spell Save | 65 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 41%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 58%( 70%) |
| Light | + 65%( 70%) |
| Mind | + 25%( 70%) |
| Darkness | + 49%( 80%) |
| Fire | + 41%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 75% |
| Blind Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 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 7 turns. While Heroism is active, you will only die when reaching -575 life. The duration and life will increase by 1% for every 1% life you have lost (currently 575 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 513 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 535 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 589% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Yeti | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
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 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. | 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 | Adoridheth the Radiancewire (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +5 Wil +7 Cun +8 Con ----- def ----- Armour +5 Fatigue +4% Resists +15% light Crit.chn- 15.00% ---------- misc Stam/turn +1.20 Max.stam +37.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Deepsvenom the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Wil +7 Con dps ---------- Dmg.mod +9% darkness +12% temporal Res.pen +20% darkness +10% all Apr +10 ----- def ----- Crit.chn- 15.00% ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Yaldan Baoth (0 def, 10 armour) 3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Infravis +9 Sight +1 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 34 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 ---------- misc Talents +5 Spring Grapple 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% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+10 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| On fingers | Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +6 Con dps ---------- Phys.pwr +14 (+4 eff.) Spell.pwr +19 (+9 eff.) Mind.pwr +16 (+5 eff.) Dmg.mod +6% acid +8% all Res.pen +20% light +10% acid On Hit (Melee): * 10% chance to reduce armor by 27% ----- def ----- Fatigue -8% Resists +9% light Spell.save +12 (+3 eff.) ---------- misc Max.enc +35 Max.stam +37.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Hanuredunachik0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +7 Dex +5 Mag +5 Wil dps ---------- Crit.mult +19.00% Phys.pwr +10 (+3 eff.) Dmg.mod +12% physical Acc +17 (+4 eff.) Apr +17 Amulets make your neck look great! |
| In main hand | Flash's kiss (182% power, 26 apr) 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 182% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +26 Crit +25.0% Atk.spd 100% On Hit.r1 +8 acid On Crit.r2 +22 light +16 temporal On Hit: 20% Curse of Impotence 5 While equipped: dps ---------- On Hit (Melee): * 22% chance to reduce damage dealt by 22% ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
| Around waist | Lustrewreath the hardened leather belt 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% light +6% arcane ----- def ----- Armour +5 Defense +18 (+4 eff.) Fatigue -20% Phys.save +13 (+3 eff.) Spell.save +6 (+1 eff.) Stealth +7 Max.HP +30.00 ---------- misc Max.enc +50 A belt that goes around your waist. |
| In off hand | Summertide (17 def, 15 armour, 164% power, 260 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 164% Range: 1.2x Uses 100% Str Dmg Light Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light 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 (+4 eff.) Rng.Def +17 (+4 eff.) Fatigue +12% Resists +15% darkness +10% fire +12% mind +20% light Mind.save +18 (+7 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 55.20 to 69.00 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. |
| Cloak | Cloak of Daggers (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +30% lightning Phys.save +10 (+2 eff.) Stun/Frz- +50% Has a 50% chance each turn to slash an adjacent enemy for 157 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
| Main armor | Scale Mail of Kroltar (10 def, 19 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +19 Hardiness +20% Defense +10 (+2 eff.) Fatigue +21% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 43 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 31.18 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+10 eff.) Steampwr +40 (+15 eff.) Spell.pwr +40 (+16 eff.) Mind.pwr +40 (+13 eff.) May understand old Sher'Tul language. "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." |
grounding steel amulet of vision0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +12% lightning Blind- +14% Stun/Frz- +22% ---------- misc Infravis +2 Sight +2 See.Invis +6 Amulets make your neck look great! |
wanderer's voratun amulet of vision0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +7 Dex +10 Cun +7 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -9% HP.reg +3.00 Blind- +40% ---------- misc Stam/turn +0.90 Infravis +7 Sight +2 See.Invis +12 Amulets make your neck look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
marksman's voratun ring of warding0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Resists +17% acid +14% fire +24% lightning +21% cold Rings make your fingers look great! |
painweaver's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +14 (+4 eff.) Spell.pwr +11 (+5 eff.) Mind.pwr +19 (+6 eff.) Dmg.mod +6% all ----- def ----- Max.HP +63.00 HP.reg +12.00 Heal.mod +16% Rings make your fingers look great! |
pixie's voratun ring of speed0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Cun +6 Mag dps ---------- Spell.pwr +10 (+5 eff.) Mov.spd +19% Acc +12 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Blinding Speed: Puts all charms on 34 cooldown Level 2.6 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 27% for 5 turns. Rings make your fingers look great! |
solipsist's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Max.HP +62.00 HP.reg +11.00 Heal.mod +12% Rings make your fingers look great! |
Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 35% Str, 20% Mag, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 91.94 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Champion's Will (179% power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 20% Con, 115% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 45 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 26 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Shiverreaper4.0 T2 longbow 2H weapon [Random Unique] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +8 Con +11 Wil dps ---------- Phys.crit +6.0% Dmg.mod +9% acid +3% cold Acc +22 (+5 eff.) On Hit (Ranged): * 20% chance to reduce armor by 27% ----- def ----- Resists +6% acid Max.HP +38.00 Longbows are used to shoot arrows at your foes. |
Acera (140% power, 4 apr)3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 141% Range: 1.4x Uses 100% Str Dmg Acid Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 26 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 26 acid damage in a 4 radius ball. This damage will increase by 17% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Corpathus (150% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit -12.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +4.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Eremidir (141% power, 5 apr)3.0 T4 longsword 1H weapon [Rare] Master Power 142% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +9.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +15% physical Acc +9 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Defense +13 (+3 eff.) Phys.save +18 (+4 eff.) Die.at -40.00 life Disarm- +39% ---------- misc Stam/turn +3.00 Sharp, long, and deadly. |
Ureslak's Flaming Femur (164% power, 5 apr)3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 164% Range: 1.4x Uses 100% Str Dmg Fire burn Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers While equipped: dps ---------- All.spd +30% Dmg.mod +30% fire Res.pen +30% fire ----- def ----- Resists +45% fire A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
enhanced stralite mace of shearing (147% power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Nature/Master Power 147% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +9 Str +7 Dex +7 Mag +6 Wil +6 Cun +9 Con dps ---------- Res.pen +9% all Acc +15 (+4 eff.) Apr +9 Blunt and deadly. |
Sceptre of the Archlich (150% power, 12 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 50 [Unique] Arcane It desires to be surrounded by undeath. Power 150% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+16 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
The Long-Arm4.0 T5 steamgun 2H weapon [Unique] Steamtech 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 17 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
Dethzaw (150% power, 27 apr)3.0 T5 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 150% Range: 1.5x Uses 110% Str Dmg Fire Acc+ +0.2% crit chance (max 25%) Apr +27 Crit +6.0% Atk.spd 100% Block +80 On Crit: * deal a melee attack against all other enemies in a circle around you Uses 1.0 Steam While equipped: Stats +8 Cun +10 Str ----- def ----- Armour +15 Defense +12 (+3 eff.) Fatigue +9% ---------- misc Talents +3 Block Masteries +0.30 Steamtech/Sawmaiming Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. |
The Twisted Blade (161% power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Power 162% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% 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 (+3 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... |
elemental dwarven-steel waraxe of massacre (129% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 130% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 51 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +10% lightning Res.pen +12% lightning One-handed war axes. |
Chaloldir (3 def, 4 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +3 Str +3 Dex +3 Cun +3 Con dps ---------- Crit.mult +28.00% Acc +12 (+3 eff.) Apr +9 Melee Ret 6 temporal ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +9% mind Crit.chn- 10.00% Phys.save +6 (+1 eff.) Stealth +10 Cut- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Liquid Metal Cloak (20 def, 10 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: ----- def ----- Armour +10 Defense +20 (+5 eff.) Resists +15% physical Phys.save +40 (+9 eff.) ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 1.0 Pwr.cost 51 out of 60/60. Range melee/personal Travel.spd instantaneous Is a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 31 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+2 eff.) Resists +15% cold Phys.save +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
stormwoven elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +7 Str +6 Mag +6 Wil dps ---------- Dmg.mod +19% lightning +14% physical +29% cold ----- def ----- Resists +9% lightning +11% cold +9% blight +15% all Max.HP +83.00 HP.reg +3.50 Heal.mod +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Faleruivor (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Mag +3 Cun +7 Con dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +7% acid +7% blight Res.pen +15% mind Melee Ret 4 arcane 8 mind ----- def ----- Armour +3 Resists +6% mind Phys.save +15 (+4 eff.) Mind.save +15 (+6 eff.) Disease- +28% Rush: Puts all charms on 22 cooldown Level 1.3 Pwr.cost 22 out of 25/25. Range 6 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. A pair of boots made of leather. |
Ivyvea the Glaciersorrow (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +3 Dex +3 Mag +3 Cun +4 Con dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Apr +7 ----- def ----- Armour +3 Resists +6% acid +12% cold ---------- misc See.Invis +6 A pair of boots made of leather. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+3 eff.) ----- def ----- Armour +12 Defense +10 (+2 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
scholar's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
undeterred pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +3 Silence- +20% Confus- +25% Stun/Frz- +22% Disengage: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 122% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 14 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 43 addition nature damage over 3 turns (damage based on Cunning). Uses 11 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Blazebraze the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning +12% acid Melee Ret 6 lightning ----- def ----- Armour +2 Resists +9% lightning +3% acid HP.reg +4.00 ---------- misc Stam/turn +0.70 Max.stam +13.00 Unarmed combat: Power 117% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ritch Claws (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +6 Unarmed combat: Power 122% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 91% Rushing Claws: Level 2.0 Pwr.cost 21 out of 24/24. Range 7 Travel.spd instantaneous Is a nature gift Description: Rushes toward your target with incredible speed. If the target is reached, you use your claws to pin it to the ground for 5 turns. You must rush from at least 2 tiles away. A pair of sharply honed gauntlets made from the claws of Ritch Impalers. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [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% Unarmed combat: Power 145% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
heroic voratun gauntlets of regeneration (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: ----- def ----- Armour +8 Fatigue +5% Mind.save +10 (+4 eff.) Max.HP +61.00 HP.reg +5.00 ---------- misc Stam/turn +0.80 Psi/turn +0.27 Unarmed combat: Power 146% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Battle Shout 5 On Hit: 10% Second Wind 1 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of the iron hand (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Str +4 Wil +3 Con ----- def ----- Armour +8 Fatigue +5% Mind.save +9 (+4 eff.) Max.HP +57.00 Disarm- +29% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 144% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Disarm 5 On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
sand drakeskin leather gloves of war-making (0 def, 10 armour)1.0 T4 hands armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +12.0% Spell.crit +11% Mind.crit +5% Crit.mult +12.00% Melee+ 10 physical Dmg.mod +6% physical ----- def ----- Armour +10 Unarmed combat: Power 141% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +9.0% Atk.spd 100% On Hit.r1 +13 physical On Crit.r2 +9 physical On Hit: 10% Sand Breath 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +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. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
The Cage (0 def, 0 armour)1.0 T3 head armor [Unique] Psionic While equipped: dps ---------- All.spd -25% ----- def ----- Resists +30% mind +10% all Res.Cap +30% mind You are immune to mental status effects. Nothing will ever reach you again. |
X-Ray Goggles (10 def, 0 armour)2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+5 eff.) ----- def ----- Defense +10 (+2 eff.) Blind- +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 26 power out of 30/30 How do these even work? |
defender's hardened leather hat of the depths (5 def, 9 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +3% Resists +16% cold +3% all Phys.save +11 (+3 eff.) ---------- misc Breathe water A hat made of leather. Very stylish. |
Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+2 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
fortifying stralite mail armour of the deep (4 def, 12 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Str +5 Con ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +12% Resists +9% acid +7% cold Max.HP +50.00 ---------- misc Breathe water A suit of armour made of mail. |
voratun mail armour 'Radhuvor' (5 def, 25 armour)14.0 T5 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Dex dps ---------- Phys.crit +8.0% Apr +3 ----- def ----- Armour +25 Defense +5 (+1 eff.) Fatigue +12% Resists +12% acid +13% physical +8% cold +12% lightning +12% fire Phys.save +9 (+2 eff.) ---------- misc Stam/turn +3.00 See.Invis +12 A suit of armour made of mail. |
Blazesweeper (0 def, 8 armour, 157% power, 138 block)7.0 T4 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 157% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +138 Melee+ +12 arcane While equipped: Stats +2 Mag +3 Wil +4 Cun dps ---------- Res.pen +10% light ----- def ----- Armour +8 Fatigue +8% Resists +12% light +24% cold Crit.chn- 10.00% ---------- misc Talents +1 Block Handheld deflection devices. |
Blightstopper (18 def, 12 armour, 164% power, 240 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature/Disrupt When used to Attack: Power 164% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +240 Dmg.conv 30% nature 10% manaburn arcane While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+4 eff.) Rng.Def +12 (+3 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+6 eff.) Disease- +60% ---------- misc Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 3 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 21 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Deflector (22 def, 11 armour, 160% power, 230 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Steamtech When used to Attack: Power 161% Range: 1.2x Uses 130% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +230 While equipped: ----- def ----- Armour +11 Defense +22 (+5 eff.) Fatigue +8% Phys.save +20 (+5 eff.) ---------- misc Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
Fire Dragon Shield (16 def, 9 armour, 170% power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 100% Str Dmg Fire Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+4 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Piercing Gaze (5 def, 25 armour, 150% power, 180 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 150% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+1 eff.) Rng.Def +10 (+3 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Shieldsmaiden (5 def, 20 armour, 159% power, 150 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Ice Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+3 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
stralite shield of shrapnel (0 def, 8 armour, 156% power, 148.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 157% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +148 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 269 physical damage over 5 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
voratun shield 'Gigar' (0 def, 19 armour, 189% power, 269.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 189% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +270 On Hit.r1 +14 fire On Hit: * 20% chance to reduce all saves and defense by 26 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Con dps ---------- Phys.crit +13.0% Phys.pwr +10 (+3 eff.) Melee+ 5 fire Melee Ret 11 fire ----- def ----- Armour +19 Fatigue +8% Resists +3% lightning +21% fire Phys.save +9 (+2 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Neroldavena the Boltidol (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +12.00% Phys.pwr +6 (+2 eff.) Dmg.mod +6% fire Apr +6 ----- def ----- Resists +9% lightning +15% cold +9% light Spell.save +12 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Willowkin' (dig speed 28 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +1 Wil +2 Cun dps ---------- Mind.crit +5% Dmg.mod +7% nature +6% mind ----- def ----- Resists +18% nature +12% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 Travel.spd 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 89.41 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 89.41 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. |
survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+1 eff.) Mind.save +6 (+3 eff.) Heal.mod +10% ---------- misc Light +3 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
watchleader's dwarven lantern of the moons1.0 T5 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Resists +10% light Affinity +5% darkness Blind- +50% Confus- +18% ---------- misc Light +9 Infravis +3 See.Stealth +14 See.Invis +18 Track: Puts all charms on 34 cooldown Level 4.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 17 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
5 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 269/400 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. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 3.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 78 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
soothing yew totem of thorny skin [power 41] (17 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 17 cooldown 100% to heal for 68. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Issykalthostir' [power 446] (17 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +2 Cun +4 Str dps ---------- Dmg.mod +3% blight ----- def ----- Resists +3% blight Heal yourself and all friendly characters within 10 spaces for 446 Puts all charms on 17 cooldown 100% to heal for 57. 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
extending ash wand of conjuration [power 160] (13 cooldown)2.0 T2 wand charm [Ego+] Arcane Fire a magical bolt dealing 173 cold damage Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered ash wand of shielding [power 332] (24 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 332 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 24 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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. |
Glowing Core1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
3 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Hairy the Kruk Yeti Bulwark level 12
22nd Retaking 124th year of Ascendancy at 20:18 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Hairy the Kruk Yeti Bulwark level 47
2nd Loss 124th year of Ascendancy at 13:27 see stats
Exterminator
Killed 1000 creatures.By Hairy the Kruk Yeti Bulwark level 27
51st Revenge 124th year of Ascendancy at 05:00 see stats
Fear me not!
Survived the Fearscape!By Hairy the Kruk Yeti Bulwark level 23
14th Revenge 124th year of Ascendancy at 15:34 see stats
Imp'ing Away
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Hairy the Kruk Yeti Bulwark level 50
29th Destruction 124th year of Ascendancy at 11:00 see stats
Level 10
Got a character to level 10.By Hairy the Kruk Yeti Bulwark level 10
17th Retaking 124th year of Ascendancy at 00:37 see stats
Level 20
Got a character to level 20.By Hairy the Kruk Yeti Bulwark level 20
5th Revenge 124th year of Ascendancy at 08:10 see stats
Level 30
Got a character to level 30.By Hairy the Kruk Yeti Bulwark level 30
52nd Revenge 124th year of Ascendancy at 23:02 see stats
Level 40
Got a character to level 40.By Hairy the Kruk Yeti Bulwark level 40
34th Pain 124th year of Ascendancy at 11:25 see stats
Level 50
Got a character to level 50.By Hairy the Kruk Yeti Bulwark level 50
37th Loss 124th year of Ascendancy at 17:20 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 Hairy the Kruk Yeti Bulwark level 50
15th Destruction 124th year of Ascendancy at 06:34 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Hairy the Kruk Yeti Bulwark level 33
13rd Pain 124th year of Ascendancy at 20:27 see stats
Size is everything
Did over 1500 damage in one attack.By Hairy the Kruk Yeti Bulwark level 50
21st Destruction 124th year of Ascendancy at 11:06 see stats
Size matters
Did over 600 damage in one attack.By Hairy the Kruk Yeti Bulwark level 30
2nd Pain 124th year of Ascendancy at 23:50 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 Hairy the Kruk Yeti Bulwark level 50
29th Destruction 124th year of Ascendancy at 02:55 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Hairy the Kruk Yeti Bulwark level 36
30th Pain 124th year of Ascendancy at 14:31 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Hairy the Kruk Yeti Bulwark level 27
50th Revenge 124th year of Ascendancy at 12:25 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Hairy the Kruk Yeti Bulwark level 31
9th Pain 124th year of Ascendancy at 11:54 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Hairy the Kruk Yeti Bulwark level 15
50th Retaking 124th year of Ascendancy at 22:29 see stats
Log
Resting starts...
You are yanked out of this place!
Rested for 13 turns (stop reason: dialog is displayed).
You collect a new ingredient: lump of voratun (1).
You gain 7.69 gold from the melting of windwalling voratun shield of patience (0 def, 10 armour, 181% power, 210 block).
You collect a new ingredient: lump of voratun (1).
You gain 5.28 gold from the melting of impervious voratun shield (0 def, 19 armour, 184% power, 320.5 block).
You gain 5.56 gold from the melting of volcanic drakeskin leather armour of acid resistance (20 def, 13 armour).
You gain 12.62 gold from the melting of focusing elven-silk robe of Angolwen (0 def, 0 armour).
You collect a new ingredient: lump of voratun (1).
You gain 2.50 gold from the melting of voratun waraxe of projection (151% power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 6.40 gold from the melting of hateful voratun waraxe of persecution (151% power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 9.60 gold from the melting of corrosive voratun steamsaw of rage (65% power, 0 apr).
You collect a new ingredient: stack of herbs (goldleaf) (1).
You gain 10.60 gold from the melting of hateful living mindstar of flames (115% power, 40 apr, mind damage).
You gain 6.86 gold from the melting of swiftstrike dragonbone longbow of cold.
You gain 6.15 gold from the melting of ranger's dragonbone longbow of dexterity (+19).
You collect a new ingredient: lump of voratun (1).
You gain 3.75 gold from the melting of voratun dagger of corruption (144% power, 9 apr).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 1.00 gold from the melting of wild infusion (res 23%; physical; dur 4; cd 12).
You gain 4.65 gold from the melting of medical injector implant of the wizard (efficiency 161% / cooldown 81%).
There is a Entrance to the Palace of Fumes here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
New Achievement: Imp'ing Away!

















































































































































