
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. 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:
Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Psyshot |
Level / Exp | 50 / 5084% |
Size | huge |
Lifes / Deaths | Killed by fire drake (wild summon) at level 50 on the 63rd Haze 124th year of Ascendancy at 00:39 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 48 (base 15) |
Dexterity | 119 (base 60) |
Constitution | 85 (base 35) |
Magic | 23 (base 14) |
Willpower | 106 (base 63) |
Cunning | 163.6 (base 63) |
Resources
Life | 1979/1979 |
Steam | 100/100 |
Equilibrium | 121 |
Psi | 171/171 |
Healing Factor | 2.5 |
Regeneration | 145.96920598629 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +108% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 3 |
See Stealth | 10 |
See Invisible | 14 |
ESP Range | 10 |
ESP Kinds | demon/minor, animal/canine, demon/major |
Offense: Mainhand
Damage | 141 |
Accuracy | 88 |
Crit Chance | 124% |
APR | 54 |
Speed | 1.00 |
Offense: Offhand
Damage | 71 |
Accuracy | 86 |
Crit Chance | 95% |
APR | 88 |
Speed | 1.00 |
Offense: Spell
Spellpower | 69 |
Crit Chance | 79% |
Speed | 1 |
Offense: Mind
Mindpower | 104 |
Crit Chance | 99% |
Speed | 1 |
Offense: Damage Bonus
Acid | +50% |
Blight | +42% |
Physical | +46% |
Cold | +25% |
All | +16% |
Light | +36% |
Temporal | +38% |
Mind | +37% |
Fire | +120% |
Nature | +87% |
Offense: Damage Penetration
Acid | +9% |
Fire | +60% |
Nature | +10% |
Cold | +3% |
Physical | +73% |
Mind | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 33 (73.292302510663%) |
Defense | 86 |
Ranged Defense | 86 |
Fatigue | 0 |
Physical Save | 73 |
Spell Save | 39 |
Mental Save | 64 |
Defense: Resistances
Blight | + 70%( 70%) |
Physical | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 68%( 70%) |
Lightning | + 70%( 70%) |
Temporal | + 65%( 70%) |
Darkness | + 70%( 70%) |
Mind | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 92% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Pinning Resistance | 5% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.9 steam per turn. Can be activated for an instant burst of 90 steam. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 801 life over 5 turns. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.9 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 198% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Psionic / Psionic fog | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Action at a distance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Antimagic | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Molten Iron Blood |
talent | Automated Cloak Tessellation |
talent | Antimagic Shield |
talent | Gestalt |
talent | Embedded Restoration Systems |
talent | Mechanical Arms |
detrimental effect | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity. Impossible geometries |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost warrior from death by Xanuriatira the orc grand master assassin. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Poludalle the giant netherworm. Escort: temporal explorer (level 1 of Daikara) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 77): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 78): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 79): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 81): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 82): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 83): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 86): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 87): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 88): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 90): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 470 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 91): Rush Hour (470)Turns left: -1 | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 93): Mirror Match | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 94): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 95): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 96): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 97): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 98): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 308 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 99): Rush Hour (308)Turns left: -1 | failed |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +9 Dex +7 Wil +7 Con +13 Lck dps ---------- Phys.crit +2.0% Phys.pwr +6 (+1 eff.) Mind.pwr +6 (+1 eff.) Dmg.mod +9% nature +12% fire Res.pen +15% fire +24% physical Melee Ret 8 nature ----- def ----- Armour +6 Resists +9% fire Phys.save +17 (+4 eff.) Stealth +14 Pinning- +25% Knockbk- +25% Teleport- +100% Blindside: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Master Power 71.5 - 85.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +34.0% Capacity 51 Ranged+ +16 lightning On Hit.r1 +20 lightning On Hit: * 20% chance to slow global speed by 81% * 20 arcane resource burn On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +5 Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Mind.crit +11% Mind.pwr +11 (+2 eff.) Dmg.mod +12% mind +12% fire +20% light Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% fire Phys.save +15 (+4 eff.) Mind.save +8 (+2 eff.) Heal.mod +30% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +10 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +25 Cun +20 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +17 (+4 eff.) Mind.save +17 (+4 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Master While equipped: Stats +6 Str +8 Dex +7 Cun dps ---------- Phys.crit +17.0% Spell.crit +25% Mind.crit +17% Crit.mult +25.00% Phys.pwr +18 (+3 eff.) Acc +9 (+2 eff.) Apr +11 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Disarm- +100% ---------- misc Max.vim +20.00 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +10 Str dps ---------- Dmg.mod +12% nature +9% mind Res.pen +25% physical +25% mind +10% nature Apr +15 ----- def ----- Armour +5 Defense +7 (+2 eff.) Resists +6% mind +10% physical While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.5 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Cun +12 Dex dps ---------- Acc +11 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 51 ----- def ----- Armour +6 Resists +9% darkness +9% blight +3% fire +12% nature +5% all Mind.save +14 (+3 eff.) Max.HP +89.00 HP.reg +17.00 Heal.mod +19% Confus- +42% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +12 Hardiness +20% Defense +6 (+1 eff.) Fatigue -15% Phys.save +50 (+11 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. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +25 Con dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +9% all Melee Ret 34 darkness ----- def ----- Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Heal.mod +50% Stun/Frz- +60% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
In main hand | ![]() 4.0 T5 steamgun 1H weapon [Unique] Psionic/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 142.48 mind damage (based on Mindpower) in a radius 1 around the target * flashes light on your target dealing 177 damage Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Crit.mult +15.00% Steampwr +15 (+3 eff.) Mind.pwr +15 (+3 eff.) ---------- misc Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
Around waist | ![]() |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 18.0 - 19.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * flashes light on your target dealing 174 damage While equipped: Stats +8 Cun dps ---------- Mind.crit +5% Crit.mult +32.00% Mind.pwr +10 (+2 eff.) All.spd +8% Melee+ 18 fire Dmg.mod +14% acid +31% fire +12% physical +9% cold Res.pen +9% acid +25% fire +9% physical +3% cold ----- def ----- Resists +6% lightning +4% physical +14% fire Phys.save +6 (+1 eff.) Die.at -40.00 life Max.HP +40.00 Heal/summ +35 ---------- misc Max.summ +2 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. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Phys.crit +4.0% Mind.crit +7% Phys.pwr +3 (+0 eff.) Dmg.mod +6% blight +3% fire Res.pen +20% fire ----- def ----- Defense +4 (+1 eff.) Fatigue -5% Resists +16% blight +12% fire +17% nature +30% lightning HP.reg +9.00 Heal.mod +20% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +3 Str +12 Cun +11 Con dps ---------- Crit.mult +19.00% Dmg.mod +26% fire +30% nature +12% temporal ----- def ----- Resists +39% fire +15% all Crit.chn- 15.66% HP.reg +10.00 Poison- +110% Disease- +111% Cut- +70% ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 216% efficiency and cooldown mod of 65%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 188% efficiency and cooldown mod of 75%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd 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 -852 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 852 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1063% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 51% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 452 damage for 8 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: ----- def ----- Resists +3% blight +15% lightning Phys.save +14 (+3 eff.) Spell.save +13 (+4 eff.) Mind.save +26 (+6 eff.) HP.reg +8.00 Confus- +39% Stun/Frz- +45% Teleport- +20% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Dex +8 Wil +8 Cun dps ---------- Phys.pwr +35 (+7 eff.) Spell.pwr +20 (+5 eff.) Mind.pwr +35 (+6 eff.) Dmg.mod +18% physical +8% all ----- def ----- Resists +15% acid Max.HP +53.00 HP.reg +20.00 Heal.mod +20% ---------- misc Stam/turn +3.51 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +8 Mag +8 Wil +13 Cun dps ---------- Spell.pwr +15 (+4 eff.) Mind.pwr +13 (+3 eff.) Dmg.mod +15% lightning Res.pen +36% darkness Melee Ret 6 darkness ----- def ----- Resists +18% lightning Blind- +45% Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Infravis +6 See.Stealth +25 See.Invis +22 Rings make your fingers look great! |
![]() 5.0 T2 greatmaul 2H weapon [Ego++] Master Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +7 Str dps ---------- Dmg.mod +13% physical Res.pen +12% physical Acc +36 (+7 eff.) Apr +13 Massive two-handed mauls. |
![]() 3.0 T3 longsword 1H weapon [Ego++] Arcane/Master Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 113 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Dmg.mod +19% lightning Res.pen +16% lightning Sharp, long, and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+3 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 2.5 Pwr.cost 60 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 87 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Max.HP +50.00 HP.reg +1.90 Heal.mod +21% Heal/summ +57 ---------- 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. |
![]() 3.0 T1 mindstar 1H weapon [Ego+] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +4% nature Res.pen +4% nature ----- def ----- Resists +4% nature Spell.save +4 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+12 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 4.0 T5 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +800% Ranged+ +20 light On Hit.r1 +8 light Uses 2.0 Steam While equipped: Stats +15 Cun +6 Con dps ---------- Steampwr +15 (+3 eff.) Phys.spd +10% ----- def ----- Resists +6% light ---------- misc Psi/ret +0.12 Masteries +0.20 Wild-gift/Fungus Regenerate 260 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon [Unique] Psionic/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 142.48 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Steampwr +15 (+3 eff.) Mind.pwr +15 (+3 eff.) ---------- misc Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +2 Str +6 Dex +6 Cun +4 Con dps ---------- Phys.crit +15.0% Mind.crit +15% Crit.mult +20.88% Mind.pwr +31 (+6 eff.) Res.pen +20% darkness ----- def ----- Crit.chn- 15.00% Mind.save +9 (+2 eff.) ---------- misc Psi/ret +0.20 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +22% acid +25% physical +25% fire +25% cold ----- def ----- Resists +12% lightning +12% darkness +30% fire +15% all +19% acid +16% physical +12% blight +31% cold +12% light Phys.save +20 (+5 eff.) Spell.save +37 (+12 eff.) Mind.save +16 (+4 eff.) ---------- misc Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 236.64 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +8% acid +9% physical +8% cold +9% lightning +9% fire A suit of armour made of mail. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+7 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2025/2025 A set of 2025 tiny explosive spheres. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 48.94 cold damage and 57.16 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 29] amazing fiery salve [power 29]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 115% efficiency and 96% cooldown modifier. Remove 3 magical effects and grants a fiery aura (29% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 29] amazing frost salve [power 29]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 115% efficiency and 96% cooldown modifier. Remove 3 physical effects and grants a frost aura (29% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 423] amazing healing salve [power 423]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 115% efficiency and 96% cooldown modifier. Heal 423 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 370] amazing pain suppressor salve [power 370]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 115% efficiency and 96% cooldown modifier. Let you fight up to -370 life and reduces all damage by 31% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 29] amazing water salve [power 29]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 115% efficiency and 96% cooldown modifier. Remove 3 mental effects and grants a water aura (29% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 264] powerful pain suppressor salve [power 264]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 115% efficiency and 96% cooldown modifier. Let you fight up to -264 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo [Random Unique] Master Power 78.5 - 94.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +26.0% Capacity 22 Proj.spd +200% Ranged+ +8 arcane +4 darkness On Hit.r1 +8 arcane +4 blight On Crit.r2 +23 arcane On Hit: * 23% chance to reduce damage dealt by 40% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Random Unique] Nature/Master/Psionic Power 67.5 - 81.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Capacity 22 Proj.spd +200% Ranged+ +12 cold +37 physical On Hit.r1 +20 cold On Crit.r2 +20 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 360 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 233 physical damage On Crit: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +20% darkness ---------- misc Light -4 Infravis +8 See.Invis +8 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +25% darkness ---------- misc Light -5 Infravis +10 See.Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +25 (+5 eff.) ---------- misc Light +7 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +15% darkness ---------- misc Light -3 Infravis +6 See.Invis +6 Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% light +30% fire Res.pen +25% fire ----- def ----- Resists +30% fire Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 153 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 81% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By GREEN OGRE the Krog Psyshot level 40
16th Dusk 123rd year of Ascendancy at 06:11 see stats
By GREEN OGRE the Krog Psyshot level 50
62nd Regrowth 124th year of Ascendancy at 17:01 see stats
By GREEN OGRE the Krog Psyshot level 40
9th Dusk 123rd year of Ascendancy at 08:15 see stats
By GREEN OGRE the Krog Psyshot level 29
10th Regrowth 123rd year of Ascendancy at 03:19 see stats
By GREEN OGRE the Krog Psyshot level 50
80th Regrowth 124th year of Ascendancy at 01:22 see stats
By GREEN OGRE the Krog Psyshot level 44
41st Dusk 123rd year of Ascendancy at 08:33 see stats
By GREEN OGRE the Krog Psyshot level 50
39th Regrowth 124th year of Ascendancy at 02:40 see stats
By GREEN OGRE the Krog Psyshot level 43
25th Dusk 123rd year of Ascendancy at 08:51 see stats
By GREEN OGRE the Krog Psyshot level 36
7th Flare 123rd year of Ascendancy at 22:52 see stats
By GREEN OGRE the Krog Psyshot level 12
18th Dusk 122nd year of Ascendancy at 07:21 see stats
By GREEN OGRE the Krog Psyshot level 50
72nd Pyre 124th year of Ascendancy at 16:31 see stats
By GREEN OGRE the Krog Psyshot level 42
21st Dusk 123rd year of Ascendancy at 05:41 see stats
By GREEN OGRE the Krog Psyshot level 31
15th Regrowth 123rd year of Ascendancy at 10:47 see stats
By GREEN OGRE the Krog Psyshot level 50
20th Haze 124th year of Ascendancy at 08:49 see stats
By GREEN OGRE the Krog Psyshot level 22
65th Haze 122nd year of Ascendancy at 22:03 see stats
By GREEN OGRE the Krog Psyshot level 31
27th Regrowth 123rd year of Ascendancy at 07:42 see stats
By GREEN OGRE the Krog Psyshot level 31
14th Regrowth 123rd year of Ascendancy at 19:32 see stats
By GREEN OGRE the Krog Psyshot level 50
32nd Dusk 124th year of Ascendancy at 09:14 see stats
By GREEN OGRE the Krog Psyshot level 50
72nd Pyre 124th year of Ascendancy at 18:13 see stats
By GREEN OGRE the Krog Psyshot level 50
47th Regrowth 124th year of Ascendancy at 01:20 see stats
By GREEN OGRE the Krog Psyshot level 35
43rd Pyre 123rd year of Ascendancy at 20:20 see stats
By GREEN OGRE the Krog Psyshot level 45
41st Dusk 123rd year of Ascendancy at 10:31 see stats
By GREEN OGRE the Krog Psyshot level 50
65th Haze 124th year of Ascendancy at 01:43 see stats
By GREEN OGRE the Krog Psyshot level 50
40th Haze 124th year of Ascendancy at 16:23 see stats
By GREEN OGRE the Krog Psyshot level 50
55th Haze 124th year of Ascendancy at 04:34 see stats
By GREEN OGRE the Krog Psyshot level 10
5th Dusk 122nd year of Ascendancy at 21:49 see stats
By GREEN OGRE the Krog Psyshot level 20
9th Haze 122nd year of Ascendancy at 09:23 see stats
By GREEN OGRE the Krog Psyshot level 30
11st Regrowth 123rd year of Ascendancy at 13:05 see stats
By GREEN OGRE the Krog Psyshot level 40
8th Dusk 123rd year of Ascendancy at 19:45 see stats
By GREEN OGRE the Krog Psyshot level 50
2nd Decay 123rd year of Ascendancy at 22:42 see stats
By GREEN OGRE the Krog Psyshot level 35
3rd Summertide 123rd year of Ascendancy at 09:25 see stats
By GREEN OGRE the Krog Psyshot level 50
30th Dusk 124th year of Ascendancy at 21:38 see stats
By GREEN OGRE the Krog Psyshot level 50
38th Haze 124th year of Ascendancy at 15:07 see stats
By GREEN OGRE the Krog Psyshot level 33
57th Regrowth 123rd year of Ascendancy at 15:21 see stats
By GREEN OGRE the Krog Psyshot level 50
74th Regrowth 124th year of Ascendancy at 22:31 see stats
By GREEN OGRE the Krog Psyshot level 33
28th Pyre 123rd year of Ascendancy at 20:55 see stats
By GREEN OGRE the Krog Psyshot level 17
70th Dusk 122nd year of Ascendancy at 12:21 see stats
By GREEN OGRE the Krog Psyshot level 42
21st Dusk 123rd year of Ascendancy at 06:57 see stats
By GREEN OGRE the Krog Psyshot level 50
20th Haze 124th year of Ascendancy at 08:47 see stats
By GREEN OGRE the Krog Psyshot level 9
3rd Dusk 122nd year of Ascendancy at 08:34 see stats
By GREEN OGRE the Krog Psyshot level 50
31st Dusk 124th year of Ascendancy at 00:07 see stats
By GREEN OGRE the Krog Psyshot level 26
10th Decay 122nd year of Ascendancy at 11:35 see stats
By GREEN OGRE the Krog Psyshot level 50
20th Haze 124th year of Ascendancy at 08:49 see stats
By GREEN OGRE the Krog Psyshot level 50
38th Regrowth 124th year of Ascendancy at 15:42 see stats
By GREEN OGRE the Krog Psyshot level 46
64th Dusk 123rd year of Ascendancy at 07:38 see stats
By GREEN OGRE the Krog Psyshot level 22
66th Haze 122nd year of Ascendancy at 12:17 see stats
By GREEN OGRE the Krog Psyshot level 15
52nd Dusk 122nd year of Ascendancy at 13:23 see stats
By GREEN OGRE the Krog Psyshot level 50
63rd Haze 124th year of Ascendancy at 00:39 see stats
By GREEN OGRE the Krog Psyshot level 40
9th Dusk 123rd year of Ascendancy at 01:02 see stats
Log
--------------------------------
GREEN OGRE picks up ( .): ametrine.
GREEN OGRE picks up ( .): truestriking steel greatmaul of rage (30-45 power, 2 apr).
GREEN OGRE picks up ( .): sapphire.
GREEN OGRE picks up (g.): shielding rune (absorb 452; dur 8; cd 17).
GREEN OGRE picks up ( .): Thoughtcaster.
GREEN OGRE picks up ( .): elemental dwarven-steel longsword of crippling (24-34 power, 4 apr).
GREEN OGRE picks up ( .): hardened steel mail armour (2 def, 13 armour).
GREEN OGRE picks up ( .): dispeller's elven-silk robe of alchemy (0 def, 0 armour).
GREEN OGRE picks up ( .): Umbrafame.
GREEN OGRE picks up ( .): harmonious mossy mindstar of resolve (2-3 power, 12 apr, mind damage).
GREEN OGRE picks up ( .): blooming living mindstar of life (16-18 power, 40 apr, nature damage).
GREEN OGRE looks less like a statue.
GREEN OGRE is no longer covered in gore.
GREEN OGRE is no longer attuned.
Talent Boiling Shot is ready to use.
--------------------------------
The psionic shield around GREEN OGRE crumbles.
Talent Psyshot is ready to use.
Talent Improved Gestalt is ready to use.
--------------------------------
Talent Lucid Shot is ready to use.
Talent Saw Shell is ready to use.
Talent Blunt Shot is ready to use.
--------------------------------
A psionic shield forms around GREEN OGRE.
GREEN OGRE deactivates his cloak's restoration systems.