












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! 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 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Orc |
| Class | Archmage (Technomancer) |
| Level / Exp | 49 / 13% |
| Size | big |
| Lifes / Deaths | Killed by Gibeth the tiger at level 19 on the 16th Revenge 124th year of Ascendancy at 06:02 0 / 8Killed by luminous horror at level 31 on the 45th Revenge 124th year of Ascendancy at 22:02 Killed by K2's temporal clone at level 34 on the 13rd Pain 124th year of Ascendancy at 02:09 Killed by Ce'Nanne the crystalbark at level 34 on the 15th Pain 124th year of Ascendancy at 11:08 Killed by High Sun Paladin Aeryn at level 37 on the 30th Pain 124th year of Ascendancy at 20:23 Killed by radiant horror at level 48 on the 51st Dearth 124th year of Ascendancy at 11:35 Killed by radiant horror at level 48 on the 51st Dearth 124th year of Ascendancy at 13:00 Killed by luminous horror at level 49 on the 51st Dearth 124th year of Ascendancy at 14:42 |
Primary Stats
| Strength | 32 (base 10) |
| Dexterity | 31 (base 10) |
| Constitution | 62 (base 60) |
| Magic | 73 (base 60) |
| Willpower | 69 (base 60) |
| Cunning | 43 (base 13) |
Resources
| Life | -36/1094 |
| Mana | 303/313 |
| Steam | 107/115 |
| Healing Factor | 1.3362068965518 |
| Regeneration | 7.0150862068969 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +41.20512205326% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| See Stealth | 9.5675221216778 |
| See Invisible | 22.236646593544 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 27 |
| Crit Chance | 22% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 76 |
| Crit Chance | 41% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +57% |
| Arcane | +20% |
| All | +5% |
Offense: Damage Penetration
| Lightning | +64% |
| Nature | +27% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 24 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 51 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 33%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 32%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 63%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 19%( 70%) |
| Physical | + 21%( 70%) |
| Darkness | + 26%( 70%) |
| Fire | + 25%( 70%) |
| Mind | + 29%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Disarm Resistance | 29% |
| Confusion Resistance | 0% |
| Silence Resistance | 36% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 193 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 195 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 807 damage for 6 turns. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.8 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Galvanic technomancy | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Hurricane |
| talent | Chant of Fortitude |
| talent | Quicken Spells |
| talent | Arcane Shield |
| talent | Thunderstorm |
| talent | Tempest |
| talent | Feather Wind |
| talent | Spellcraft |
| talent | Keen Senses |
| talent | Shielding |
| talent | Galvanic Arcing |
| beneficial effect | Rods available: Galvanic Rods- Rod (1): 9 turns - Rod (2): available - Rod (3): available |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | Inspired by a recent kill increasing all resistance by 8%. Orcish Triumph |
| beneficial effect | The time distortion has created a restoration field, healing the target for 91 each turn. Temporal Restoration Field |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The 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. | 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 |
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'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
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 0/8 yetis. | active |
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 | Wanderer's Rest (4 def, 0 armour) =jump=0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Ichorire1.0 T3 lite [Rare] Nature While equipped: Stats +1 Con dps ---------- Res.pen +20% nature On Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 57% ----- def ----- Resists +8% blight +9% acid Spell.save +9 (+3 eff.) HP.reg +5.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Blazeguile (0 def, 3 armour) =str dex=2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +12 Str +7 Dex +10 Cun dps ---------- Dmg.mod +12% lightning Res.pen +5% lightning ----- def ----- Armour +3 Fatigue +3% Resists +6% acid +3% temporal +8% lightning +9% blight +10% fire +5% arcane +6% cold Mind.save +15 (+5 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 151.0 Physical damage. If the attack hits, the target is confused (37% 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 cap made of leather. |
| Tool | supercharged yew wand of shielding [power 314] (25 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 518 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard's stralite ring of arcana (+0.14/turn)0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+3 eff.) Silence- +36% ---------- misc Mana/turn +0.14 Rings can have magical properties. |
| On fingers | painweaver's stralite ring of tenacity0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +12 (+5 eff.) Spell.pwr +13 (+4 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +5% all ----- def ----- Max.HP +31.00 Disarm- +29% Pinning- +29% Knockbk- +24% Rings can have magical properties. |
| Around waist | Loriblek the hardened leather belt 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +7.0% Spell.crit +4% Crit.mult +5.00% Phys.pwr +8 (+4 eff.) ----- def ----- Fatigue -6% Phys.save +3 (+1 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.enc +20 Stam/turn +0.30 Mana/turn +0.30 Psi/turn +0.30 Size +1 A belt that goes around your waist. |
| In main hand | imbued dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning element) 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.crit +5% Spell.pwr +21 (+5 eff.) Dmg.mod +30% lightning ---------- misc Mana/turn +5.00 Max.mana +62.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 On Spell Hit: 10% Glacial Vapour 4 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Glarestreaker (0 def, 3 armour) =str dex cun=1.0 T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +8 Str +7 Dex +13 Cun dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +3 Resists +6% acid +6% light +3% blight +12% cold +11% darkness Phys.save +21 (+7 eff.) Spell.save +9 (+3 eff.) ---------- misc Infravis +3 Talents +3 Flash Powder Cooldown Double Strike -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Vestments of the Conclave (0 def, 0 armour) 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all ---------- misc Talents +4 Arcane Dynamo An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Cloth of Dreams (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +15% mind +30% lightning Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Stun/Frz- +50% ---------- 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 51 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. |
| Around neck | grounding voratun amulet of dexterity (+3)0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +18% lightning Stun/Frz- +40% Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 152% / cooldown 91%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 152% efficiency and cooldown mod of 91%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
shatter afflictions rune of the psychic (absorb 248; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 248 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 155; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 155 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap 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. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Weapon Automaton: One Handed0.1 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. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+3 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
The Far-Hand =con=0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.2 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (176). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
grounding stralite amulet of vision0.1 T4 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +14% lightning Blind- +27% Stun/Frz- +26% ---------- misc Infravis +4 Sight +2 See.Invis +9 Amulets can have magical properties. |
insulating steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +16% cold +11% fire Amulets can have magical properties. |
steel amulet of mastery (0.16 Spell / Meta)0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.16 Spell/Meta Amulets can have magical properties. |
Brightbrand the stralite ring0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.pwr +13 (+4 eff.) Dmg.mod +18% light ----- def ----- Armour +8 Resists +5% arcane Mind.save +12 (+4 eff.) HP.reg +4.00 Silence- +20% Rings can have magical properties. |
Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
gladiator's gold ring of perseverance =str con=0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +23% Rings can have magical properties. |
painweaver's voratun ring of speed0.1 T5 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +12 (+5 eff.) Spell.pwr +15 (+4 eff.) Mind.pwr +13 (+4 eff.) Mov.spd +18% Dmg.mod +6% all Acc +7 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 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 38% for 5 turns. Rings can have magical properties. |
pixie's gold ring of misery =cun mag=0.1 T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Cun +4 Mag dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 11 physical Ranged+ 10 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 29 On Hit (Ranged): * 12% chance to reduce all saves and defense by 29 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Confus- +30% Rings can have magical properties. |
Swordbreaker (25-32.5 power, 20 apr) =cun dex=1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
elemental dwarven-steel dagger of massacre (27-35.1 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 27.0 - 35.1 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 122 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +7% lightning Res.pen +7% lightning Sharp, short and deadly. |
pulsing mindstar of gales (12-13.2 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +8% lightning +8% cold +8% physical ----- def ----- Defense +14 (+7 eff.) Pinning- +35% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ethereal dragonbone magestaff of invocation (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag 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 +27 (+6 eff.) S.pwr/crit +9 Dmg.mod +30% lightning Phasing +25% ----- def ----- Defense +14 (+7 eff.) Shield.pwr +13% ---------- misc Mana/turn +0.00 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 45.26 to 54.31 lightning damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood magestaff of warding (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +30.00% Spell.pwr +18 (+5 eff.) Melee+ 24 fire Dmg.mod +25% lightning ----- def ----- Armour +6 Defense +5 (+2 eff.) ---------- misc Mana/turn +0.00 See.Invis +5 Wards +2 lightning Talents +1 Command Staff +1 Ward Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood starstaff of warding (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Ego+] Arcane/Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +4% Spell.pwr +18 (+5 eff.) Dmg.mod +25% temporal ----- def ----- Armour +6 Defense +5 (+2 eff.) HP.reg +0.90 Heal.mod +17% ---------- misc Wards +2 temporal Talents +1 Command Staff +3 Ward Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood magestaff (25-30 power, 5 apr, lightning element) =1H=5.0 T4 staff 1H weapon [Ego+] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +7% Phys.pwr +8 (+4 eff.) Spell.pwr +21 (+5 eff.) Dmg.mod +25% lightning Acc +9 (+4 eff.) ---------- misc Mana/turn +0.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blazebringer's voratun waraxe (38-53.2 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Nature Power 38.0 - 53.2 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +78 fire While equipped: dps ---------- All.spd +9% Res.pen +14% fire One-handed war axes. |
elemental stralite waraxe of paradox (34.5-48.3 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Arcane Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +7 temporal On Hit: * Create an explosion dealing 122 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +13% lightning Res.pen +17% lightning ----- def ----- Resists +10% temporal One-handed war axes. |
Band of Protection1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Generate a personal shield that absorbs up to 166 damage and damages attackers striking the wearer for 22 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
balancing drakeskin leather belt =cun=1.0 T5 belt armor [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +10.0% Mind.crit +10% A belt that goes around your waist. |
reinforced hardened leather belt1.0 T3 belt armor [Ego+] Master While equipped: ----- def ----- Armour +8 Defense +7 (+3 eff.) Phys.save +16 (+5 eff.) A belt that goes around your waist. |
Betholle the Galeknight (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Res.pen +20% lightning Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Defense +2 (+1 eff.) Resists +0% lightning +3% cold +9% darkness Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+4 eff.) Resists +0% lightning +15% cold Phys.save +10 (+3 eff.) Stun/Frz- +0% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the Shaloren (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +6 Wil +3 Mag ----- def ----- Defense +2 (+1 eff.) Resists +0% lightning Spell.save +7 (+2 eff.) Stun/Frz- +0% ---------- misc Max.mana +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed elven-silk cloak of Eldoral (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Nature/Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Defense +3 (+1 eff.) Resists +8% acid +8% fire +6% cold +8% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe 'Dimwill' (5 def, 3 armour)2.0 T5 cloth armor [Rare] Arcane While equipped: Stats +8 Mag dps ---------- Dmg.mod +27% fire +22% light +9% darkness Res.pen +10% darkness ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +18% lightning +14% light +23% darkness +15% all Max.HP +47.00 ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of the mountain (+9%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +12% physical ----- def ----- Resists +12% physical +9% all Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering linen robe of protection (2 def, 2 armour)2.0 T1 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% arcane ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +7% all Phys.save +16 (+5 eff.) ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed elven-silk robe of Linaniil (4 def, 6 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +11% Spell.pwr +19 (+5 eff.) Dmg.mod +13% light ----- def ----- Armour +6 Defense +4 (+2 eff.) Resists +10% light +11% darkness +15% all Max.HP +39.00 ---------- misc Mana/turn +0.25 Max.mana +66.00 Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Samysadir the Infernoshear (0 def, 5 armour)2.0 T5 feet armor [Rare] Arcane While equipped: Stats +8 Wil +3 Mag dps ---------- Melee Ret 10 fire ----- def ----- Armour +5 Resists +9% blight +6% fire +6% temporal Silence- +45% Confus- +47% Stun/Frz- +49% ---------- misc Max.mana +40.00 A pair of boots made of leather. |
Shoes of Slowly Moving Quickly (0 def, 0 armour) =shoe=2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +6% Pinning- +600% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 3.0 Pwr.cost 15 out of 20/20. Range 10 Travel.spd 100% of base Is a mind power a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 21.52 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 114.75 lightning and 76.75 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+4 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Bethawe the Cloudream (0 def, 2 armour)1.5 T2 hands armor [Rare] Psionic While equipped: Stats +4 Con dps ---------- Melee+ 8 mind Dmg.mod +5% mind +18% lightning ----- def ----- Armour +2 Fatigue +3% Resists +6% mind +12% lightning Crit.dmg- 15.00% ---------- misc See.Invis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Arymina (0 def, 3 armour) =cun con=2.0 T3 head armor [Rare] Master While equipped: Stats +2 Dex +2 Wil +4 Cun +7 Con ----- def ----- Armour +3 Fatigue +3% Resists +12% nature A hat made of leather. Very stylish. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +0 Cun +4 Wil dps ---------- Phys.pwr -10 (-5 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-4 eff.) ----- def ----- Defense -10 (-6 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. |
augmenting elven-silk wizard hat of arcana (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane While equipped: Stats +7 Wil +5 Mag dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +11% acid +13% fire +9% cold +7% arcane +11% lightning ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
leafwalker's voratun helm of constitution (+9) (0 def, 5 armour)3.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +9 Con ----- def ----- Armour +5 Fatigue +5% Resists +10% nature Spell.save +7 (+2 eff.) Max.HP +78.00 Heal.mod +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's hardened leather cap of the depths (0 def, 5 armour) =bleath=2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +0 Cun ----- def ----- Armour +5 Fatigue +3% Resists +7% cold Mind.save +0 (+0 eff.) ---------- misc Infravis +2 Breathe water A cap made of leather. |
stabilizing cashmere wizard hat of knowledge (2 def, 0 armour) =cun wil=2.0 T3 head armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +7 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+2 eff.) Mind.save +0 (+0 eff.) A pointy cloth hat, very wizardly... |
drakeskin leather armour 'Galamadir' (20 def, 21 armour) =cun=9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Melee+ 7 fire Ranged+ 6 fire On Hit (Melee): * 10% chance to reduce armor by 43% ----- def ----- Armour +21 Defense +20 (+10 eff.) Fatigue +8% Resists +43% acid +19% fire +22% physical Mind.save +18 (+6 eff.) A suit of armour made of leather. |
barbed quiver of dragonbone arrows of corruption (22/22, 69-96.6 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego++] Arcane/Master Power 69.0 - 96.6 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +23.0% Capacity 22 On Hit: 20% Curse of Death 5 On Crit: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
127 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
25 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
23 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
27 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 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. |
15 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 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. |
19 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Shineclash' (dig speed 32 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +2 Con dps ---------- Phys.crit +1.0% Crit.mult +20.00% Phys.pwr +25 (+9 eff.) ----- def ----- Resists +6% light ---------- misc Light +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. |
26 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag 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 Con +5 Mag 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. |
Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Con +6 Mag Phys.pwr +12 (+5 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% acid +6% cold On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Con +6 Mag Phys.pwr +12 (+5 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% acid +6% cold This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
6 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 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. |
31 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
mastercraft mana coil0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +4.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
21 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 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. |
3 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
24 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By K2 the Orc Archmage level 13
36th Retaking 124th year of Ascendancy at 17:32 see stats
Exterminator
Killed 1000 creatures.By K2 the Orc Archmage level 31
45th Revenge 124th year of Ascendancy at 12:06 see stats
Level 10
Got a character to level 10.By K2 the Orc Archmage level 10
18th Retaking 124th year of Ascendancy at 00:11 see stats
Level 20
Got a character to level 20.By K2 the Orc Archmage level 20
16th Revenge 124th year of Ascendancy at 08:55 see stats
Level 30
Got a character to level 30.By K2 the Orc Archmage level 30
34th Revenge 124th year of Ascendancy at 00:02 see stats
Level 40
Got a character to level 40.By K2 the Orc Archmage level 40
34th Pain 124th year of Ascendancy at 02:47 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 K2 the Orc Archmage level 48
50th Dearth 124th year of Ascendancy at 23:18 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By K2 the Orc Archmage level 25
22nd Revenge 124th year of Ascendancy at 04:47 see stats
Size matters
Did over 600 damage in one attack.By K2 the Orc Archmage level 25
21st Revenge 124th year of Ascendancy at 12:20 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By K2 the Orc Archmage level 37
31st Pain 124th year of Ascendancy at 04:50 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By K2 the Orc Archmage level 28
33rd Revenge 124th year of Ascendancy at 05:39 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By K2 the Orc Archmage level 34
52nd Revenge 124th year of Ascendancy at 16:41 see stats
Treasure Hunter
Amassed 1000 gold pieces.By K2 the Orc Archmage level 17
44th Retaking 124th year of Ascendancy at 22:14 see stats
Log
Something hits K2 for (32 to time), 0 lightning, 42 lightning, 37 lightning, 35 lightning, 40 lightning, 27 lightning (181 total damage).
Something hits K2 for 42 lightning, 37 lightning, 38 lightning, 21 lightning, 40 lightning, 27 lightning (205 total damage).
K2's spell attains critical power!
K2 receives 122 healing from Temporal Restoration Field.
Something reflects damage back to K2!
Something hits K2 for 25 cold damage.
Something hits K2 for 54 light damage.
Something hits K2 for 3 blight damage.
Something hits K2 for 46 light damage.
K2 casts Rune: Shielding.
A shield forms around K2.
K2 casts Galvanic Rod.
K2's spell attains critical power!
K2 casts Lightning.
You collect a new ingredient: vial of greater demon bile (1).
K2 hits Something for 372 lightning, 427 lightning, 238 fire (1038 total damage).
K2 hits Something for 459 lightning, 307 fire (765 total damage).
K2 hits Something for 348 lightning, 268 fire (617 total damage).
K2 hits Something for 459 lightning damage.
K2 hits Something for 388 lightning, 258 fire (646 total damage).
Something hits K2 for (28 absorbed), 0 fire (0 total damage).
K2 is called to battle!
Something hits K2 for (48 absorbed), 0 fire (0 total damage).
Something hits K2 for (113 absorbed), 0 light (0 total damage).
Something hits K2 for (48 absorbed), 0 fire (0 total damage).
K2 resists the stun!
Your shield crumbles under the damage!
The shield around K2 crumbles.
Saving game...



























































































































































