Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Opt-in Adventurers Parties 1.1.0Presents 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. Items Vault 1.6.0Donators/Buyers bonus! Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Turn Separators v2 1.5.10Description 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: Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. 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:
Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Better Item Description 1.5.10This 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 1.6.0Donators/Buyers bonus! 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 | Insane Adventure |
Sex | Male |
Race | Orc |
Class | Summoner |
Level / Exp | 50 / 405% |
Size | medium |
Lifes / Deaths | Killed by Adokira the sunwall guard at level 30 on the 15th Revenge 124th year of Ascendancy at 08:57 0 / 8Killed by Silodhenne the crystalbark at level 35 on the 36th Revenge 124th year of Ascendancy at 21:05 Killed by Belemira the treant at level 35 on the 37th Revenge 124th year of Ascendancy at 11:02 Killed by Salida the sun paladin at level 36 on the 16th Pain 124th year of Ascendancy at 14:47 Killed by Sileth the fire wyrm at level 45 on the 19th Dearth 124th year of Ascendancy at 10:34 Killed by Mayenor the sabertooth tiger at level 46 on the 20th Dearth 124th year of Ascendancy at 09:18 Killed by ritch flamespitter at level 50 on the 5th Loss 124th year of Ascendancy at 15:01 Killed by ritch flamespitter at level 50 on the 5th Loss 124th year of Ascendancy at 18:18 |
Primary Stats
Strength | 31 (base 10) |
Dexterity | 45 (base 29) |
Constitution | 79 (base 60) |
Magic | 11 (base 10) |
Willpower | 90.939283107342 (base 60) |
Cunning | 96.939283107342 (base 60) |
Resources
Life | -314/1779 |
Equilibrium | 38 |
Steam | 100/100 |
Healing Factor | 2.2797915749406 |
Regeneration | 231.34885916809 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 9 |
See Stealth | 80.215867353872 |
See Invisible | 80.215867353872 |
ESP Range | 3 |
ESP Kinds | dragon, demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 119 |
Accuracy | 55 |
Crit Chance | 34% |
APR | 99 |
Speed | 1.00 |
Offense: Offhand
Damage | 118 |
Accuracy | 55 |
Crit Chance | 32% |
APR | 53 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 73 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Acid | +20% |
Blight | +38% |
Physical | +28% |
Cold | +8% |
All | 0% |
Darkness | +17% |
Light | +10% |
Mind | +8% |
Fire | +53% |
Nature | +20% |
Offense: Damage Penetration
Lightning | +12% |
Light | +17% |
Physical | +20% |
Blight | +22% |
Arcane | +12% |
Darkness | +20% |
All | +7% |
Defense: Base
Armour (hardiness) | 35 (30%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 24 |
Physical Save | 49 |
Spell Save | 35 |
Mental Save | 67 |
Defense: Resistances
Blight | + 39%( 70%) |
Arcane | + 19%( 70%) |
Mind | + 35%( 70%) |
All | + 15%( 70%) |
Lightning | + 53%( 70%) |
Light | + 40%( 70%) |
Temporal | + 24%( 70%) |
Physical | + 32%( 70%) |
Darkness | + 29%( 70%) |
Fire | -80%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Bleed Resistance | 20% |
Confusion Resistance | 20% |
Pinning Resistance | 50% |
Stun Resistance | 70% |
Instadeath Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.3 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -693 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1142 life, 15 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. |
Implants | Effective talent level: 1.3 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 165% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.3 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 637% 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 Constitution stat. |
Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Summoning (melee) | 1.70 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (advanced) | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Summoning (utility) | 1.70 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Wild-gift / Summoning (distance) | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.70 |
| 3/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.60 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Race / Orc | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Steamtech / Physics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Master Summoner |
talent | Psiblades |
talent | Meditation |
beneficial effect | The target has 57 increased life regeneration. Recovery |
detrimental effect | The target fire resistance is reduced by 121%. Lowered fire resistance |
beneficial effect | All damage reduced by 79. Subcutaneous Metallisation |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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. | active |
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 |
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'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | 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 eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (69 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (116 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 17 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Light source | Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(143 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Gutta the drakeskin leather hat (6 def, 7 armour) Gutta the drakeskin leather hat (6 def, 7 armour) 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +12 Str +4 Dex +5 Wil +10 Cun dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +6% physical Res.pen +5% arcane ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +5% Resists +8% physical Phys.save +25 (+8 eff.) Mind.save +15 (+4 eff.) Silence- +0% ---------- misc Stam/turn +3.00 Skullcracker: Puts all charms on 18 cooldown Level 3.9 Pwr.cost 18 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 175.2 Physical damage. If the attack hits, the target is confused (40% 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 hat made of leather. Very stylish. |
On hands | Duskhacker the dwarven-steel gauntlets (0 def, 2 armour) Duskhacker the dwarven-steel gauntlets (0 def, 2 armour) 1.5 T3 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 10 mind Dmg.mod +8% mind On Hit (Melee): * 20% chance to reduce damage dealt by 0% ----- def ----- Armour +2 Fatigue +3% Resists +8% mind +12% blight Spell.save +6 (+3 eff.) Mind.save +9 (+2 eff.) Cut- +20% Disarm- +100% Confus- +20% Stun/Frz- +20% ---------- misc Talents +5 Iron Grip Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | dwarven-steel pickaxe 'Velydathra' (dig speed 24 turns) dwarven-steel pickaxe 'Velydathra' (dig speed 24 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +8 Con ----- def ----- Phys.save +9 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +11 (+3 eff.) Max.HP +63.00 ---------- misc Telepathy Dragon Demon/Minor Humanoid/Orc Demon/Major While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | sneakthief's stralite ring of life sneakthief's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +9 (+3 eff.) ----- def ----- Max.HP +84.00 HP.reg +9.00 Heal.mod +15% Rings can have magical properties. |
On fingers | titan's voratun ring of life titan's voratun ring of life0.1 T5 ring jewelry [Ego+] Nature While equipped: Stats +6 Con ----- def ----- Phys.save +12 (+4 eff.) Max.HP +47.00 HP.reg +19.00 Heal.mod +13% Rings can have magical properties. |
Around neck | Flamequeller the stralite amulet Flamequeller the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Wil dps ---------- Dmg.mod +15% fire ----- def ----- Armour +6 Defense +18 (+6 eff.) Resists +15% mind Max.HP +100.00 HP.reg +4.00 Amulets can have magical properties. |
In main hand | Radhundil the living mindstar (16.5-18.15 power, 84 apr, nature damage) Radhundil the living mindstar (16.5-18.15 power, 84 apr, nature damage) 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.5 - 18.2 Nature Uses 100% Wil, 60% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +84 Crit +5.0% Atk.spd 100% On Hit.r1 +60 20% chance of physical repulsion While equipped: Stats +2 Mag +10 Wil +10 Cun dps ---------- Mind.crit +5% Mind.pwr +42 (+10 eff.) S.pwr/crit +6 Dmg.mod +6% blight +14% physical Res.pen +13% physical Melee Ret 6 blight ----- def ----- Resists +5% arcane +12% physical Def/telep +15 Res/telep +15% Dur/telep +15% 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. |
Around waist | Sunbloom the drakeskin leather belt Sunbloom the drakeskin leather belt |
In off hand | Great Caller (10-11 power, 38 apr, nature damage) Great Caller (10-11 power, 38 apr, nature damage) 3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 60% Wil, 100% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +38 Crit +2.5% Atk.spd 100% On Hit.r1 +90 20% chance of physical repulsion While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +6% Mind.pwr +24 (+6 eff.) Dmg.mod +8% cold +8% fire +8% physical ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Cloak | Nimbusrage (3 def, 0 armour) Nimbusrage (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +27.00% Dmg.mod +17% darkness +12% blight Res.pen +5% lightning +13% darkness +15% blight Acc +14 (+4 eff.) Apr +15 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 0 ----- def ----- Defense +3 (+1 eff.) Resists +16% blight +16% darkness +17% nature +30% lightning Stealth +27 HP.reg +8.00 Heal.mod +16% 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 | troll-hide hardened leather armour of Toknor (9 def, 12 armour) troll-hide hardened leather armour of Toknor (9 def, 12 armour) 9.0 T3 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +12 Defense +9 (+3 eff.) Fatigue +8% Crit.dmg- 21.00% Max.HP +31.00 HP.reg +4.70 Heal.mod +12% A suit of armour made of leather. |
Inventory
movement infusion of the duelist (speed 541%; cd 11) movement infusion of the duelist (speed 541%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 541% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 785%; cd 13) movement infusion of the wizard (speed 785%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 785% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Ablative Armour schematic: Ablative Armour0.1 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 Lens 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. |
Glorita the steel amulet Glorita the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: ----- def ----- Resists +6% acid +15% temporal +5% arcane Phys.save +13 (+4 eff.) Spell.save +14 (+6 eff.) Mind.save +13 (+3 eff.) Max.HP +60.00 Blind- +10% Stun/Frz- +10% Amulets can have magical properties. |
Sunstone Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 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? |
cleansing copper amulet of dexterity (+3) cleansing copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Dex ----- def ----- Resists +12% nature +14% blight Poison- +21% Disease- +21% Amulets can have magical properties. |
steel amulet 'Galidrahir' steel amulet 'Galidrahir'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +7% ----- def ----- Phys.save +13 (+4 eff.) Spell.save +21 (+9 eff.) Mind.save +13 (+3 eff.) ---------- misc Telepathy Humanoid/Orc Amulets can have magical properties. |
Mnemonic Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.6 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Relgaran the stralite ring Relgaran the stralite ring0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +9 Str dps ---------- Res.pen +25% acid ----- def ----- Mind.save +13 (+3 eff.) Confus- +44% ---------- misc Telepathy Dragon Demon/Minor Humanoid/Orc Demon/Major Rings can have magical properties. |
Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of Lost Love Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind 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" |
Taintfurnace the voratun ring Taintfurnace the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +17% darkness +15% lightning Res.pen +15% nature On Hit (Melee): * 20% chance to slow global speed by 0% ----- def ----- Fatigue -17% Resists +34% darkness ---------- misc Max.enc +60 Rings can have magical properties. |
Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
rogue's steel ring of clarity rogue's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Mind.save +7 (+2 eff.) Confus- +23% Rings can have magical properties. |
savior's copper ring of light (+20%) savior's copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Phys.save +6 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+2 eff.) Rings can have magical properties. |
steel ring of darkness (+20%) steel ring of darkness (+20%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings can have magical properties. |
titan's gold ring of tenacity titan's gold ring of tenacity0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+3 eff.) Max.HP +20.00 Disarm- +20% Pinning- +25% Knockbk- +33% Rings can have magical properties. |
voratun greatmaul 'Strikekarma' (64.5-96.75 power, 4 apr) voratun greatmaul 'Strikekarma' (64.5-96.75 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Rare] Master Power 64.5 - 96.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +26 lightning While equipped: dps ---------- Dmg.mod +30% mind Acc +21 (+7 eff.) ----- def ----- Defense +21 (+7 eff.) Disarm- +70% ---------- misc Telepathy Dragon Demon/Minor Humanoid/Orc Demon/Major Massive two-handed mauls. |
Dusksin (46-64.4 power, 29 apr) Dusksin (46-64.4 power, 29 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Rare] Arcane Power 46.0 - 64.4 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +29 Crit +3.0% Atk.spd 100% Phasing +18% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +16 (+5 eff.) Dmg.mod +9% darkness Melee Ret 13 acid 13 physical On Hit (Melee): * 26% chance to reduce armor by 0% ----- def ----- Defense +12 (+4 eff.) Resists +3% physical ---------- misc Stam/turn +3.92 Max.stam +39.23 Blunt and deadly. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.3 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 52 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Thermal Focus (14-15.4 power, 32 apr, fire damage) Thermal Focus (14-15.4 power, 32 apr, fire damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+4 eff.) Dmg.mod +20% cold +20% fire Res.pen +12% cold +12% fire ----- def ----- Resists +20% cold +20% fire Spell.save +12 (+6 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
voratun steamsaw of daylight (41-61.5 power, 25 apr) voratun steamsaw of daylight (41-61.5 power, 25 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego] Arcane/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +109 Melee+ +20 light Against +28% Undead Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Boribar the hardened leather belt Boribar the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Str +3 Wil +2 Cun dps ---------- Dmg.mod +6% physical ----- def ----- Resists +6% cold +6% fire Mind.save +8 (+2 eff.) Max.HP +55.00 ---------- misc Psi/ret +0.24 A belt that goes around your waist. |
drakeskin leather belt 'Zerivor' drakeskin leather belt 'Zerivor'1.0 T5 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +27% physical ----- def ----- Defense +24 (+8 eff.) Fatigue -9% Phys.save +21 (+7 eff.) Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Max.enc +60 Telepathy Dragon Demon/Major Demon/Minor A belt that goes around your waist. |
Barorion the Sunedge (2 def, 8 armour) Barorion the Sunedge (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +12.00% Dmg.mod +9% fire Res.pen +25% light Acc +8 (+2 eff.) Apr +10 ----- def ----- Armour +8 Defense +2 (+1 eff.) Stealth +8 ---------- misc Stam/turn +3.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (15 def, 2 armour) Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+10 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists -10% cold +50% fire Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Mankini (0 def, 0 armour) Mankini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Bleakknight the dwarven-steel gauntlets (0 def, 2 armour) Bleakknight the dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +3% darkness +5% cold Res.pen +25% fire On Hit (Melee): * 20% chance to reduce damage dealt by 0% ----- def ----- Armour +2 Fatigue +3% Resists +3% lightning +7% cold Metal gloves protecting the hands up to the middle of the lower arm. |
Brodadekhad the Rainrage (0 def, 2 armour) Brodadekhad the Rainrage (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +9% cold Acc +25 (+8 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness +12% cold Phys.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +26% ---------- misc Vim/s.crit +2.00 Infravis +2 Track: Puts all charms on 14 cooldown Level 2.6 Pwr.cost 14 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Gauntlets. But with steam power! |
radiant rough leather gloves of strength (+3) (0 def, 1 armour) radiant rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 light Dmg.mod +3% light ----- def ----- Armour +1 Resists +6% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's drakeskin leather gloves of the juggernaut (0 def, 16 armour) stone warden's drakeskin leather gloves of the juggernaut (0 def, 16 armour)1.0 T5 hands armor [Ego++] Arcane/Master While equipped: Stats +15 Con ----- def ----- Armour +16 Hardiness +13% Resists +5% physical Phys.save +26 (+9 eff.) Spell.save +9 (+5 eff.) Mind.save +8 (+2 eff.) Disarm- +26% Juggernaut: (Instant) Puts all charms on 27 cooldown Level 2.6 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-4 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-2 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+4 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.6 Pwr.cost 17 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 13.23 mind and 14.33 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 26% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 26. Terrified: Deals 3.24 mind and 3.51 darkness damage per turn and increases cooldowns by 40%. Haunted: Causes the target to suffer 5.13 mind and 5.55 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Yeti Mind Controller (0 def, 3 armour) Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+2 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
hardened leather cap 'Hettedor' (0 def, 3 armour) hardened leather cap 'Hettedor' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Dex +8 Con ----- def ----- Armour +3 Fatigue +3% Resists +14% light +14% darkness ---------- misc See.Invis +18 Telepathy Dragon Demon/Minor Humanoid/Orc Demon/Major A cap made of leather. |
stabilizing drakeskin leather cap of strength (+10) (0 def, 5 armour) stabilizing drakeskin leather cap of strength (+10) (0 def, 5 armour)2.0 T5 head armor [Ego] Master While equipped: Stats +10 Str ----- def ----- Armour +5 Fatigue +5% Phys.save +22 (+7 eff.) A cap made of leather. |
Cystjam (20 def, 8 armour) Cystjam (20 def, 8 armour)9.0 T5 light armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% nature Res.pen +33% cold ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +10% arcane +15% fire Spell.save +16 (+7 eff.) Cut- +26% ---------- misc Telepathy Dragon Demon/Minor Humanoid/Orc Demon/Major A suit of armour made of leather. |
Essence of Bearness Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 90 power out of 100/100 The very essence of bearness! |
361 alchemist agate 361 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. |
60 onyx 60 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. |
24 aquamarine 24 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. |
47 lapis lazuli 47 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal 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. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 topaz 20 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
strange black disk (1) 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) 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) 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. |
45 emerald 45 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. |
6 jade 6 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. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
5 turquoise 5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
survivor's alchemist's lamp of health survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +43.00 Heal.mod +13% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye 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. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Mech) Yeti's Muscle Tissue (Mech)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 Extractor 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. |
4 bloodstone 4 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. |
5 fire opal 5 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. |
42 garnet 42 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. |
4 ruby 4 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 (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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 healing salve [power 512] amazing healing salve [power 512]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 59% cooldown modifier. Heal 512 Puts Talent Medical Injector on 14 cooldown Medical salve. |
amazing water salve [power 36] amazing water salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 59% cooldown modifier. Remove 3 mental effects and grants a water aura (36% blight, mind and acid affinity). Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
great fiery salve [power 31] great fiery salve [power 31]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 59% cooldown modifier. Remove 2 magical effects and grants a fiery aura (31% fire, light and lightning affinity) Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
great water salve [power 31] great water salve [power 31]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 59% cooldown modifier. Remove 2 mental effects and grants a water aura (31% blight, mind and acid affinity). Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
potent healing salve [power 299] potent healing salve [power 299]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 59% cooldown modifier. Heal 299 Puts Talent Medical Injector on 14 cooldown Medical salve. |
powerful frost salve [power 27] powerful frost salve [power 27]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 165% efficiency and 59% cooldown modifier. Remove 2 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder 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. |
Yeti's Psychoportation Beacon Yeti's Psychoportation Beacon0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
great air recycler great air recycler0.0 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! |
well-made focus lens well-made focus lens0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
Ashspar the steel torque of gale force [power 196] (14 cooldown) Ashspar the steel torque of gale force [power 196] (14 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 0 ----- def ----- Resists +6% darkness +5% arcane +12% cold +3% mind +21% fire Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 125 damage Puts all charms on 14 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
overpowered voratun torque of mindblast [power 1008] (18 cooldown) overpowered voratun torque of mindblast [power 1008] (18 cooldown)2.0 T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 1008 mind damage and silencing them for 4 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of mindblast [power 413] (16 cooldown) supercharged dwarven-steel torque of mindblast [power 413] (16 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 413 mind damage and silencing them for 4 turns Puts all charms on 16 cooldown Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Persistent Will Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 23 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
elm totem of summon tentacle [power 100] (23 cooldown) elm totem of summon tentacle [power 100] (23 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 226 Base Damage: 100 Armor: 0 All Resist: 5 Puts all charms on 23 cooldown Natural totems are made by powerful wilders to store nature power. |
21 amethyst 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 Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 27 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. |
2 diamond 2 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. |
6 moonstone 6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 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. |
44 quartz 44 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. |
3 amber 3 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. |
3 citrine 3 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. |
zircon 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
By SummonHowisIT the Orc Summoner level 13
29th Retaking 124th year of Ascendancy at 04:37 see stats
By SummonHowisIT the Orc Summoner level 44
16th Dearth 124th year of Ascendancy at 12:39 see stats
By SummonHowisIT the Orc Summoner level 45
18th Dearth 124th year of Ascendancy at 18:22 see stats
By SummonHowisIT the Orc Summoner level 32
21st Revenge 124th year of Ascendancy at 18:43 see stats
By SummonHowisIT the Orc Summoner level 10
19th Retaking 124th year of Ascendancy at 22:49 see stats
By SummonHowisIT the Orc Summoner level 20
47th Retaking 124th year of Ascendancy at 13:05 see stats
By SummonHowisIT the Orc Summoner level 30
14th Revenge 124th year of Ascendancy at 19:00 see stats
By SummonHowisIT the Orc Summoner level 40
23rd Pain 124th year of Ascendancy at 03:07 see stats
By SummonHowisIT the Orc Summoner level 50
50th Dearth 124th year of Ascendancy at 05:46 see stats
By SummonHowisIT the Orc Summoner level 50
51st Dearth 124th year of Ascendancy at 01:12 see stats
By SummonHowisIT the Orc Summoner level 50
51st Dearth 124th year of Ascendancy at 01:12 see stats
By SummonHowisIT the Orc Summoner level 34
24th Revenge 124th year of Ascendancy at 22:02 see stats
By SummonHowisIT the Orc Summoner level 35
36th Revenge 124th year of Ascendancy at 20:43 see stats
By SummonHowisIT the Orc Summoner level 20
47th Retaking 124th year of Ascendancy at 23:42 see stats
By SummonHowisIT the Orc Summoner level 39
23rd Pain 124th year of Ascendancy at 03:07 see stats
By SummonHowisIT the Orc Summoner level 21
48th Retaking 124th year of Ascendancy at 22:10 see stats
By SummonHowisIT the Orc Summoner level 32
21st Revenge 124th year of Ascendancy at 18:36 see stats
By SummonHowisIT the Orc Summoner level 16
39th Retaking 124th year of Ascendancy at 18:46 see stats
Log
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Track is still on cooldown for 2 turns.
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Talent Track is ready to use.
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SummonHowisIT uses Earth's Eyes.
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SummonHowisIT uses Track.
Your summoned fire drake hatchling disappears.
Your summoned fire drake hatchling disappears.
Your summoned fire drake hatchling disappears.
Your summoned fire drake disappears.
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SummonHowisIT uses Dig.
Digging starts...
Talent Earth's Eyes is ready to use.
Dug for 11 turns (stop reason: detrimental status effect).
You have been interrupted!
SummonHowisIT becomes more vulnerable to fire.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
SummonHowisIT shrugs off the critical damage!
SummonHowisIT is recovering from the damage!
SummonHowisIT internal structure metallises.
Saving game...