Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
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! Possessor Bonus Class 1.6.0Donators/Buyers bonus! 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: 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. 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:
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:
Better Item Description 1.6.0This 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 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: Adventure Cool 1.5.5Makes adventurer a little more balanced with 1.3 talent trees 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. 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 | Adventurer |
Level / Exp | 50 / 676% |
Size | big |
Lifes / Deaths | Killed by Isewen the sewer alligator at level 14 on the 31st Retaking 124th year of Ascendancy at 13:25 2 / 5Killed by Aeruratta the whitehoof ghoul at level 36 on the 23rd Pain 124th year of Ascendancy at 01:46 Killed by Aeruratta the whitehoof ghoul at level 36 on the 23rd Pain 124th year of Ascendancy at 02:25 Killed by Sher'Tul High Priest at level 50 on the 27th Loss 124th year of Ascendancy at 14:19 Killed by Sher'Tul High Priest at level 50 on the 27th Loss 124th year of Ascendancy at 17:37 |
Primary Stats
Strength | 121 (base 60) |
Dexterity | 88 (base 60) |
Constitution | 79 (base 14) |
Magic | 23 (base 14) |
Willpower | 74 (base 40) |
Cunning | 103 (base 60) |
Resources
Hate | 60/120 |
Equilibrium | 30 |
Life | 1534/1534 |
Steam | 80/100 |
Stamina | 467/467 |
Psi | 144/144 |
Healing Factor | 1.6716626506024 |
Regeneration | 11.116556626506 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 2 |
See Stealth | 35 |
See Invisible | 35 |
ESP Range | 20 |
ESP Kinds | humanoid, animal/canine, giant |
Offense: Barehand
Damage | 173 |
Accuracy | 72 |
Crit Chance | 57% |
APR | 39 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 74 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +37% |
Lightning | +26% |
Light | +11% |
Temporal | +17% |
Nature | +16% |
Physical | +47% |
Cold | +100% |
All | +10% |
Offense: Damage Penetration
Darkness | +22% |
Mind | +27% |
Nature | +32% |
Physical | +34% |
Cold | +49% |
All | +7% |
Defense: Base
Armour (hardiness) | 44 (58.536585365854%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 49 |
Spell Save | 35 |
Mental Save | 50 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 55%( 70%) |
Physical | + 32%( 70%) |
Cold | + 42%( 70%) |
All | + 27%( 70%) |
Lightning | + 48%( 70%) |
Light | + 34%( 70%) |
Temporal | + 41%( 70%) |
Mind | + 50%( 70%) |
Fire | + 35%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Pinning Resistance | 44% |
Bleed Resistance | 20% |
Teleport Resistance | 100% |
Disarm Resistance | 90% |
Knockback Resistance | 25% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 252 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 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 6 turns. While Heroism is active, you will only die when reaching -782 life. The duration and life will increase by 1% for every 1% life you have lost (currently 782 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Technique / Battle tactics | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Blacksmith | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Kinetic Shield |
talent | Thermal Shield |
talent | Elemental Harmony |
talent | Striking Stance |
talent | Mitosis |
talent | Beyond the Flesh |
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 |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
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
Psionic focus | voratun battleaxe 'Venomstriker' (58.5-87.75 power, 4 apr) voratun battleaxe 'Venomstriker' (58.5-87.75 power, 4 apr)3.0 T5 battleaxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 58.5 - 87.8 Physical Uses 112% Wil Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +12 nature On Hit: * 10% chance to slow global speed by 69% * Create an explosion dealing 38 cold damage (1/turn) * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Phys.crit +21.0% Crit.mult +37.00% Dmg.mod +6% nature +40% cold Res.pen +42% cold Apr +17 ----- def ----- Resists +9% light ---------- misc Light +2 Massive two-handed battleaxes. |
Quiver | psychokinetic quiver of elm arrows of annihilation (22/22, 20.5-28.7 power, 8 apr) psychokinetic quiver of elm arrows of annihilation (22/22, 20.5-28.7 power, 8 apr)3.0 T1 arrow ammo [Ego++] Master/Psionic Power 20.5 - 28.7 Physical Uses 70% Wil, 42% Cun Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +6.0% Capacity 22 Proj.spd +200% Ranged+ +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 278 physical damage Arrows are used with bows to pierce your foes to death. |
Light source | Light of Revelation Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
On head | voratun helm 'Arilaith' (0 def, 9 armour) voratun helm 'Arilaith' (0 def, 9 armour) 3.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +6 Str +8 Dex +12 Wil +14 Cun dps ---------- Mind.pwr +5 (+1 eff.) Melee Ret 2 temporal ----- def ----- Armour +9 Fatigue +5% Resists +14% blight +9% temporal Mind.save +28 (+9 eff.) ---------- misc Max.stam +20.00 Skullcracker: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1101.0 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Bleakpower (dig speed 16 turns) Bleakpower (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +4 Wil +4 Cun dps ---------- Res.pen +15% darkness ----- def ----- Armour +3 Defense +7 (+2 eff.) Resists +7% physical Crit.dmg- 15.00% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Drodar Drodar0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +8 Dex +7 Con dps ---------- Phys.pwr +15 (+4 eff.) ----- def ----- Armour +10 Die.at -80.00 life ---------- misc Max.stam +30.00 Light +3 Rings can have magical properties. |
On fingers | Ring of Lost Love Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Around waist | hardened leather belt 'Borekath' hardened leather belt 'Borekath'1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Dex +11 Con dps ---------- Dmg.mod +15% physical Res.pen +20% physical Acc +25 (+6 eff.) ----- def ----- Resists +11% fire +11% cold Die.at -80.00 life ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
Main armor | Islewe the Rainoracle (0 def, 4 armour) Islewe the Rainoracle (0 def, 4 armour) 2.0 T4 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +6 Mag +7 Wil +4 Cun dps ---------- Crit.mult +14.00% Dmg.mod +16% lightning +15% physical +21% cold Res.pen +25% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 41 ----- def ----- Armour +4 Hardiness +20% Fatigue +2% Resists +9% lightning +9% blight +10% cold +6% mind +13% all Max.HP +66.00 HP.reg +3.10 Heal.mod +18% ---------- misc Hate/m.crit +4.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
On feet | Bokigen (0 def, 5 armour) Bokigen (0 def, 5 armour) 2.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +4 Wil +2 Cun +11 Con dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +8% physical Res.pen +20% mind +7% physical On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Armour +5 Resists +8% lightning +10% temporal +3% acid Phys.save +15 (+5 eff.) Mind.save +3 (+1 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Size +1 Blindside: Puts all charms on 25 cooldown Level 2.6 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 47% (at 0 Hate) to 157% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 32 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
On hands | Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour) 1.5 T4 hands armor [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% Disarm- +90% ---------- misc Max.hate +20.00 Talents +4 Iron Grip Unarmed combat: Power 26.0 - 36.4 Physical Uses 104% Wil, 64% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Level 3.9 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 32.45 mind and 40.41 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 32% 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 32. Terrified: Deals 7.70 mind and 9.59 darkness damage per turn and increases cooldowns by 49%. Haunted: Causes the target to suffer 12.72 mind and 15.85 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Cloak | restorative cashmere cloak of the hunter (2 def, 0 armour) restorative cashmere cloak of the hunter (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature While equipped: dps ---------- Acc +24 (+6 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +13% nature +16% blight Max.HP +63.00 HP.reg +2.00 Heal.mod +15% ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Dourbane Dourbane0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +7% temporal +7% light +9% cold +7% physical +7% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 33% ----- def ----- Armour +8 Resists +12% lightning Crit.dmg- 15.00% Spell.save +18 (+7 eff.) Blind- +20% Cut- +20% Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 80% / cooldown 50%) medical injector implant (efficiency 80% / cooldown 50%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 50%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 82% / cooldown 55%) medical injector implant (efficiency 82% / cooldown 55%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 82% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 229% / cooldown 81%) medical injector implant of the warrior (efficiency 229% / cooldown 81%)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 229% efficiency and cooldown mod of 81%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 303; cd 11) healing infusion of the warrior (heal 303; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 instantly heal yourself for 303 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -713; dur 6; cd 26) heroism infusion of the sneak (die at -713; dur 6; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 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 6 turns. While Heroism is active, you will only die when reaching -713 life. The duration and life will increase by 1% for every 1% life you have lost (currently 713 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
regeneration infusion of the psychic (heal 312; 16 cd) regeneration infusion of the psychic (heal 312; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 312 life over 5 turns. 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. |
regeneration infusion of the titan (heal 646; 14 cd) regeneration infusion of the titan (heal 646; 14 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 646 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 24%; mental; dur 3; cd 13) wild infusion of the wizard (res 24%; mental; dur 3; 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 cure yourself of one random mental effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
Blood of Life Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
schematic: Air Recycler schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens 3 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Healing Salve 4 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry schematic: Voltaic Sentry0.1 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. |
Cleansespike Cleansespike0.1 T5 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% physical Acc +33 (+8 eff.) Melee Ret 11 physical ----- def ----- Defense +15 (+5 eff.) Resists +42% nature +30% blight Die.at -88.36 life Poison- +47% Disease- +50% ---------- misc Stam/turn +3.00 Amulets can have magical properties. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Gardanion, the Light of God Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+9 eff.) Steampwr +40 (+11 eff.) Spell.pwr +40 (+18 eff.) Mind.pwr +40 (+9 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
serendipitous gold amulet of constitution (+11) serendipitous gold amulet of constitution (+11)0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +11 Lck +5 Con dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +13 (+4 eff.) Unseen.red 13% Amulets can have magical properties. |
stabilizing copper amulet stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +20% Amulets can have magical properties. |
Glory of the Pride Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+14 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. |
solipsist's steel ring of corrosion (+24%) solipsist's steel ring of corrosion (+24%)0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +12% acid ----- def ----- Resists +24% acid Rings can have magical properties. |
steel ring 'Coalraptor' steel ring 'Coalraptor'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Spell.crit +4% Crit.mult +15.00% Phys.pwr +9 (+3 eff.) Spell.pwr +14 (+7 eff.) Mind.pwr +8 (+2 eff.) Melee Ret 8 blight On Hit (Melee): * 20% chance to reduce damage dealt by 33% ----- def ----- Resists +3% darkness Rings can have magical properties. |
warrior's steel ring of sensing warrior's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Blind- +22% ---------- misc Infravis +4 See.Stealth +11 See.Invis +7 Rings can have magical properties. |
wizard's steel ring of misery wizard's steel ring of misery0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +4 Mag dps ---------- Melee+ 8 physical Ranged+ 10 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 41 On Hit (Ranged): * 12% chance to reduce all saves and defense by 41 ----- def ----- Spell.save +8 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.2 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
Squalorenvy the stralite dagger (37-48.1 power, 9 apr) Squalorenvy the stralite dagger (37-48.1 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Master Power 37.0 - 48.1 Physical Uses 67% Wil, 27% Cun Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 10% chance to slow global speed by 69% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +5% nature +9% all Acc +15 (+4 eff.) Apr +8 ----- def ----- Resists +9% cold +3% fire +3% darkness +5% arcane Spell.save +6 (+3 eff.) Sharp, short and deadly. |
Tirakai's Maul (32-41.6 power, 6 apr) Tirakai's Maul (32-41.6 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 112% Wil, 10% Mag Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
warbringer's steel greatmaul of crippling (28-42 power, 2 apr) warbringer's steel greatmaul of crippling (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Master Power 28.0 - 42.0 Physical Uses 112% Wil Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Con dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) Res.pen +10% physical ----- def ----- Disarm- +18% Massive two-handed mauls. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 112% Wil Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
dwarven-steel greatsword 'Singeterror' (32.5-52 power, 2 apr) dwarven-steel greatsword 'Singeterror' (32.5-52 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 32.5 - 52.0 Physical Uses 112% Wil Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +12 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 While equipped: Stats +1 Mag +3 Wil dps ---------- Phys.crit +10.0% Spell.crit +2% Spell.pwr +15 (+7 eff.) S.pwr/crit +4 ----- def ----- Resists +9% fire Massive two-handed swords. |
elemental steel greatsword of massacre (34.5-55.2 power, 2 apr) elemental steel greatsword of massacre (34.5-55.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane/Master Power 34.5 - 55.2 Physical Uses 112% Wil Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 38 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +13% fire Res.pen +13% fire Massive two-handed swords. |
iron greatsword (16-25.6 power, 1 apr) iron greatsword (16-25.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.0 - 25.6 Physical Uses 112% Wil Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 110% Wil Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-10 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
stralite longsword 'Zanogaleg' (47-65.8 power, 26 apr) stralite longsword 'Zanogaleg' (47-65.8 power, 26 apr)3.0 T4 longsword 1H weapon [Random Unique] Arcane/Master Power 47.0 - 65.8 Physical Uses 100% Wil Acc+ +0.4% crit mult (max 40%) Apr +26 Crit +4.5% Atk.spd 100% Phasing +15% On Hit.r1 +12 physical On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +10 (+3 eff.) ----- def ----- Phys.save +9 (+3 eff.) ---------- misc Max.stam +30.00 Sharp, long, and deadly. |
warbringer's dwarven-steel longsword of evisceration (21-29.4 power, 4 apr) warbringer's dwarven-steel longsword of evisceration (21-29.4 power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Master Power 21.0 - 29.4 Physical Uses 100% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Con dps ---------- Phys.crit +7.0% Phys.pwr +14 (+4 eff.) Res.pen +7% physical ----- def ----- Disarm- +18% Sharp, long, and deadly. |
Saleta (45-63 power, 6 apr) Saleta (45-63 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 45.0 - 63.0 Physical Uses 100% Wil Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +27 lightning +28 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Str dps ---------- Mov.spd +33% Dmg.mod +12% physical Res.pen +23% lightning +24% cold Acc +16 (+4 eff.) ----- def ----- Resists +12% temporal ---------- misc Psi/ret +0.20 Max.psi +10.00 Blunt and deadly. |
truestriking dwarven-steel mace of disruption (28.5-39.9 power, 4 apr) truestriking dwarven-steel mace of disruption (28.5-39.9 power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Disrupt/Master Power 28.5 - 39.9 Physical Uses 100% Wil Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Against +10% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Res.pen +7% physical Acc +15 (+4 eff.) Apr +7 Blunt and deadly. |
Drihir the Treeimmortal (20-28 power, 3 apr) Drihir the Treeimmortal (20-28 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 20.0 - 28.0 Physical Uses 100% Wil Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +4 nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 24% ----- def ----- Resists +6% nature +6% light One-handed war axes. |
voratun waraxe 'Yvora' (40-56 power, 6 apr) voratun waraxe 'Yvora' (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 40.0 - 56.0 Physical Uses 100% Wil Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +12 physical On Crit.r2 +8 mind On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +12 Str +13 Dex +10 Mag +9 Wil +10 Cun +18 Con dps ---------- Phys.crit +17.0% Phys.pwr +10 (+3 eff.) ----- def ----- Mind.save +3 (+1 eff.) One-handed war axes. |
Eareyon the hardened leather belt Eareyon the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) ----- def ----- Resists +3% mind +15% lightning Phys.save +6 (+2 eff.) Spell.save +12 (+5 eff.) Knockbk- +20% A belt that goes around your waist. |
grounding rough leather belt of the giants grounding rough leather belt of the giants1.0 T1 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +5% lightning +6% temporal Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
hardened leather belt 'Lustreparry' hardened leather belt 'Lustreparry'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Defense +30 (+10 eff.) Resists +12% lightning +13% fire +8% cold Max.HP +60.00 A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour) Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 286 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.9 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 81 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Noonreaper the cashmere cloak (2 def, 0 armour) Noonreaper the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light +9% fire Melee Ret 6 light On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning Spell.save +12 (+5 eff.) Max.HP +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
marshal's cashmere cloak of the voidstalker (2 def, 0 armour) marshal's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con ----- def ----- Defense +2 (+1 eff.) Resists +13% darkness +16% temporal Phys.save +11 (+3 eff.) Max.HP +70.00 Def/telep +21 Res/telep +13% Dur/telep +16% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow kruk cloak of sorcery (0 def, 0 armour) shadow kruk cloak of sorcery (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +5% Dmg.mod +9% darkness Res.pen +8% darkness ----- def ----- Resists +13% darkness Stealth +9 A stylish kruk-style cloak, to look awesome. |
dreamer's woollen robe of life (0 def, 0 armour) dreamer's woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Armour +0 Hardiness +0% Fatigue +0% Resists +9% blight +11% darkness +10% mind +9% all Phys.save +13 (+4 eff.) Spell.save +12 (+5 eff.) Mind.save +22 (+7 eff.) Max.HP +41.00 HP.reg +2.20 Heal.mod +13% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe (0 def, 0 armour) mindwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+0 eff.) ----- def ----- Resists +7% all Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven woollen robe of protection (3 def, 2 armour) stormwoven woollen robe of protection (3 def, 2 armour)2.0 T2 cloth armor [Ego+] Nature/Master While equipped: Stats +6 Str +5 Mag +4 Wil dps ---------- Dmg.mod +6% lightning +7% physical +5% cold ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +7% lightning +5% cold +9% all Phys.save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of drakeskin leather boots 'Brodonik' (13 def, 5 armour) pair of drakeskin leather boots 'Brodonik' (13 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.pwr +11 (+5 eff.) Dmg.mod +3% arcane +6% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Armour +5 Defense +13 (+4 eff.) Resists +5% arcane +12% blight Silence- +38% Confus- +44% Stun/Frz- +50% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Magmawolf the dwarven-steel gauntlets (0 def, 2 armour) Magmawolf the dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 lightning Dmg.mod +6% lightning Res.pen +10% fire Melee Ret 6 fire ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +6% fire Phys.save +6 (+2 eff.) Max.HP +80.00 Heal.mod +5% Unarmed combat: Power 19.5 - 27.3 Physical Uses 64% Wil, 64% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Nerima the Phlegmwasp (0 def, 6 armour) Nerima the Phlegmwasp (0 def, 6 armour)1.0 T3 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag dps ---------- Phys.crit +5.0% Spell.crit +11% Mind.crit +11% Crit.mult +8.00% Dmg.mod +5% arcane Res.pen +10% nature ----- def ----- Armour +6 Resists +6% mind +3% nature Mind.save +8 (+3 eff.) Max.HP +49.00 Poison- +20% Silence- +20% Unarmed combat: Power 26.0 - 28.6 Physical Uses 64% Wil, 64% Cun Acc+ +0.3% crit chance (max 25%) Acc +5 Apr +3 Crit +10.0% Atk.spd 125% Melee+ +7 arcane On Crit.r2 +8 arcane On Hit: 10% Battle Shout 3 On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 64% Wil, 64% Cun Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 64% Wil, 64% Cun Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 125% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 273.31 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
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% Unarmed combat: Power 36.0 - 50.4 Physical Uses 64% Wil, 64% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 100% Gauntlets. But with steam power! |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical Disarm- +0% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 76% Wil, 48% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Weepsun the voratun gauntlets (0 def, 13 armour) Weepsun the voratun gauntlets (0 def, 13 armour)1.5 T5 hands armor [Rare] Nature While equipped: dps ---------- Mind.crit +9% Crit.mult +22.63% Melee+ 14 physical Dmg.mod +24% nature +10% physical On Hit (Melee): * 23% chance to reduce all saves and defense by 41 ----- def ----- Armour +13 Fatigue +5% Resists +6% nature Mind.save +20 (+7 eff.) Unarmed combat: Power 26.5 - 37.1 Physical Uses 64% Wil, 64% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% On Hit.r1 +15 physical On Crit.r2 +15 physical On Hit: 10% Sand Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Aralle' (15 def, 3 armour) drakeskin leather gloves 'Aralle' (15 def, 3 armour)1.0 T5 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +4 Wil +4 Con dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 26 mind 30 darkness Acc +9 (+2 eff.) On Hit (Melee): * 23% chance to reduce all saves and defense by 41 ----- def ----- Armour +3 Defense +15 (+5 eff.) Resists +9% acid +3% physical Phys.save +9 (+3 eff.) Spell.save +3 (+1 eff.) Mind.save +1 (+0 eff.) Disease- +20% Disarm- +85% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.5 - 28.1 Physical Uses 64% Wil, 64% Cun Acc+ +0.3% crit chance (max 25%) Acc +10 Apr +5 Crit +5.0% Atk.spd 125% On Hit: 10% Reproach 5 On Hit: 10% Perfect Control 5 On Hit: 10% Disarm 5 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 6.5 - 7.2 Physical Uses 64% Wil, 64% Cun Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+2 eff.) Acc +20 (+5 eff.) Apr +15 ----- def ----- Defense +10 (+3 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
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 (-2 eff.) Spell.pwr -10 (-6 eff.) Mind.pwr -10 (-3 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. |
stabilizing linen wizard hat (1 def, 0 armour) stabilizing linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Phys.save +5 (+1 eff.) A pointy cloth hat, very wizardly... |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+5 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+6 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 31, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Shadowhash (25 def, 19 armour) Shadowhash (25 def, 19 armour)9.0 T3 light armor [Random Unique] Master/Psionic While equipped: Stats +6 Cun +5 Dex dps ---------- Phys.crit +4.0% Res.pen +20% darkness Apr +9 On Hit (Melee): * 10% chance to reduce damage dealt by 33% ----- def ----- Armour +19 Hardiness +0% Defense +25 (+8 eff.) Fatigue +8% Resists +6% temporal +3% fire +5% arcane +3% light Mind.save +18 (+6 eff.) ---------- misc Stam/turn +0.80 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.9 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 240 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
cleansing rough leather armour of resilience (3 def, 2 armour) cleansing rough leather armour of resilience (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +12% nature +11% blight Max.HP +21.00 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
2 agate 2 agate0.0 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. |
693 alchemist agate 693 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. |
47 onyx 47 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
17 aquamarine 17 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. |
46 lapis lazuli 46 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 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
26 opal 26 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. |
10 sapphire 10 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
22 topaz 22 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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. |
brutal voratun pickaxe (dig speed 12 turns) brutal voratun pickaxe (dig speed 12 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Crit.mult +14.00% Phys.pwr +7 (+2 eff.) Apr +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
50 emerald 50 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.0 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. |
alchemist's lamp 'Skystinger' alchemist's lamp 'Skystinger'1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Crit.mult +20.00% Dmg.mod +18% acid ----- def ----- Resists +6% lightning Mind.save +7 (+2 eff.) ---------- misc Max.hate +4.00 Light +4 See.Stealth +14 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
scorching brass lantern scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +6% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 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. |
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. |
bloodstone 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. |
6 fire opal 6 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. |
43 garnet 43 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. |
7 ruby 7 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 240/400 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. |
Pouch of the Subconscious (19/20, 38-45.6 power, 15 apr) Pouch of the Subconscious (19/20, 38-45.6 power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 50% Wil, 92% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
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. |
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! |
voratun mental stimulator voratun mental stimulator0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun ----- def ----- Mind.save +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
soothing iron torque of clear mind [power 1] (40 cooldown) soothing iron torque of clear mind [power 1] (40 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 40 cooldown 100% to heal for 31. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psionic shield 'Gleyatha' [power 131] (25 cooldown) stralite torque of psionic shield 'Gleyatha' [power 131] (25 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +5 Str dps ---------- Phys.crit +3.0% Phys.pwr +15 (+4 eff.) Melee Ret 10 blight ----- def ----- Defense +25 (+8 eff.) Resists +6% blight +6% physical Phys.save +9 (+3 eff.) ---------- misc Stam/turn +3.00 Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of stinging 'Kheledunagen' [power 240] (15 cooldown) elven-wood totem of stinging 'Kheledunagen' [power 240] (15 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: Stats +2 Dex +2 Wil dps ---------- Dmg.mod +12% mind ---------- misc Max.psi +40.00 See.Invis +9 Sting an enemy dealing 240 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
14 amethyst 14 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 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
4 diamond 4 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. |
7 moonstone 7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 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. |
51 quartz 51 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. |
4 amber 4 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. |
4 zircon 4 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Saitama the Orc Adventurer level 48
49th Dearth 124th year of Ascendancy at 23:45 see stats
By Saitama the Orc Adventurer level 13
26th Retaking 124th year of Ascendancy at 22:25 see stats
By Saitama the Orc Adventurer level 31
24th Revenge 124th year of Ascendancy at 10:29 see stats
By Saitama the Orc Adventurer level 44
18th Dearth 124th year of Ascendancy at 18:32 see stats
By Saitama the Orc Adventurer level 30
24th Revenge 124th year of Ascendancy at 02:41 see stats
By Saitama the Orc Adventurer level 10
17th Retaking 124th year of Ascendancy at 04:45 see stats
By Saitama the Orc Adventurer level 20
49th Retaking 124th year of Ascendancy at 07:55 see stats
By Saitama the Orc Adventurer level 30
23rd Revenge 124th year of Ascendancy at 06:40 see stats
By Saitama the Orc Adventurer level 40
52nd Pain 124th year of Ascendancy at 08:01 see stats
By Saitama the Orc Adventurer level 50
22nd Loss 124th year of Ascendancy at 16:35 see stats
By Saitama the Orc Adventurer level 50
23rd Loss 124th year of Ascendancy at 18:19 see stats
By Saitama the Orc Adventurer level 34
31st Revenge 124th year of Ascendancy at 05:29 see stats
By Saitama the Orc Adventurer level 42
2nd Dearth 124th year of Ascendancy at 13:58 see stats
By Saitama the Orc Adventurer level 12
24th Retaking 124th year of Ascendancy at 09:47 see stats
By Saitama the Orc Adventurer level 50
25th Loss 124th year of Ascendancy at 22:32 see stats
By Saitama the Orc Adventurer level 50
27th Loss 124th year of Ascendancy at 19:29 see stats
By Saitama the Orc Adventurer level 39
52nd Pain 124th year of Ascendancy at 08:01 see stats
By Saitama the Orc Adventurer level 50
24th Loss 124th year of Ascendancy at 15:25 see stats
By Saitama the Orc Adventurer level 20
50th Retaking 124th year of Ascendancy at 03:58 see stats
By Saitama the Orc Adventurer level 50
28th Loss 124th year of Ascendancy at 04:11 see stats
By Saitama the Orc Adventurer level 30
23rd Revenge 124th year of Ascendancy at 13:21 see stats
By Saitama the Orc Adventurer level 16
35th Retaking 124th year of Ascendancy at 23:06 see stats
Log
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of Searspawner the voratun mace (45.5-63.7 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 7.77 gold from the melting of voratun longsword of ruin (41.5-58.1 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 12.60 gold from the melting of caustic voratun greatsword (62.5-100 power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 12.20 gold from the melting of slime-covered voratun greatmaul of enduring (67.5-101.25 power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 8.48 gold from the melting of voratun dagger of enduring (38-49.4 power, 9 apr).
You collect a new ingredient: lump of stralite (1).
You gain 4.84 gold from the melting of quick stralite dagger of erosion (31-40.3 power, 9 apr).
You collect a new ingredient: lump of voratun (1).
You gain 5.77 gold from the melting of elemental voratun dagger (38.5-50.05 power, 9 apr).
You gain 25.00 gold from the melting of voratun amulet 'Demonzeal'.
You gain 2.37 gold from the melting of blink rune (range 8; phase 27; cd 19).
There is a Entrance to the Palace of Fumes here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 28th Loss of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:23.
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Saving done.
New Achievement: To the Bitter End (Insane (Adventure) difficulty)!
Saitama deactivates Thermal Shield.
Saitama deactivates Mitosis.
Saitama deactivates Striking Stance.
Saitama deactivates Elemental Harmony.
Saitama deactivates Beyond the Flesh.
Saitama deactivates Kinetic Shield.