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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 38 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by steam giant berserker at level 10 on the 22nd Retaking 124th year of Ascendancy at 21:03 3 / 5Killed by Vehhiron the shalore at level 17 on the 13rd Revenge 124th year of Ascendancy at 23:24 Killed by daelach at level 21 on the 24th Revenge 124th year of Ascendancy at 09:50 Killed by Mayybeth the orc corruptor at level 38 on the 4th Dearth 124th year of Ascendancy at 22:30 Killed by Goldenjaw at level 38 on the 4th Dearth 124th year of Ascendancy at 22:35 |
Primary Stats
| Strength | 83 (base 60) |
| Dexterity | 26 (base 10) |
| Constitution | 62 (base 41) |
| Magic | 12 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 80 (base 52) |
Resources
| Life | 1167/1167 |
| Steam | 100/100 |
| Healing Factor | 1.500227228826 |
| Regeneration | 17.398848141179 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 54 |
| Crit Chance | 51% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 62 |
| Accuracy | 54 |
| Crit Chance | 42% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +22% |
| Fire | +13% |
| Physical | +10% |
| Cold | +21% |
| All | 0% |
Offense: Damage Penetration
| Fire | +24% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 59.08934837382 (81.151787968034%) |
| Defense | 35 |
| Ranged Defense | 43 |
| Fatigue | 57 |
| Physical Save | 46 |
| Spell Save | 31 |
| Mental Save | 34 |
Defense: Resistances
| Darkness | + 23%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 19%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 36%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 43% |
| Bleed Resistance | 50% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Poison Resistance | 50% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.1 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 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 136% efficiency and cooldown mod of 65%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 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 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.6 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Steamtech / Furnace | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The 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 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 |
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. | active |
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 |
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 | restorative pair of iron boots of rushing (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +3 Fatigue +2% HP.reg +2.00 Heal.mod +11% ---------- misc Talents +1 Rocket Boots Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Coalmonster the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +21% cold +3% fire Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +9% darkness ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. This item has been sent to the Item's Vault. |
| On hands | scouring dwarven-steel gauntlets of war-making (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: dps ---------- Phys.crit +9.0% Spell.crit +7% Mind.crit +7% Crit.mult +8.00% On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +10 (+5 eff.) ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +23% Knockbk- +22% Rings make your fingers look great! |
| On fingers | rogue's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Melee+ 10 light Ranged+ 14 light Dmg.mod +12% light ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | 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? |
| In main hand | Grinder (36-54 power, 20 apr) 3.0 T4 steamsaw 1H weapon [Unique] Psionic/Steamtech Power 36.0 - 54.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +14.0% Atk.spd 100% Block +50 HP.leech +5% Melee+ +10% gloom effects On Hit: * splashes acid on your target dealing 47 damage and reducing their armor Uses 1.0 Steam While equipped: ----- def ----- Armour +8 Defense +12 (+6 eff.) Fatigue +10% ---------- misc Talents +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
| Around waist | Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+7 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 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 25% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | voratun steamsaw 'Lisytha' (39-58 power, 0 apr) 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Disrupt/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 On Hit.r1 +8 mind +16 acid On Crit.r2 +5 fire On Hit: * splashes acid on your target dealing 47 damage and reducing their armor On Crit: * Deals 53 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: Stats +1 Cun dps ---------- All.spd +4% Res.pen +13% fire ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +16% arcane Mind.save +3 (+2 eff.) ---------- 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! |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+5 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | impenetrable stralite plate armour of spell shielding (0 def, 21 armour) 17.0 T4 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +21 Fatigue +22% Resists +6% arcane Spell.save +11 (+6 eff.) HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% A suit of armour made of metal plates. |
Inventory
heroism infusion of the sneak (die at -581; dur 7; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -581 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 581 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 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: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 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: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
protective steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Res.Cap +2% all Phys.save +11 (+3 eff.) Blind- +16% ---------- misc Infravis +2 Sight +2 See.Invis +7 Amulets make your neck look great! |
Gravitational Staff (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+5 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 50.48 physical (gravity) damage. Each target moved beyond the first increases the damage by 6.31 (up to a maximum of 25.24 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Voruna (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Con +2 Wil dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning ----- def ----- Defense +10 (+5 eff.) Resists +12% darkness Phys.save +6 (+2 eff.) HP.reg +4.00 Silence- +20% Teleport- +10% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 49.44 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Sootradiance the dwarven-steel greatsword (37-59 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Arcane Power 37.0 - 59.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +19 fire +20 darkness +16 arcane While equipped: dps ---------- Res.pen +10% darkness On Hit (Melee): * 10% chance to reduce armor by 9% ----- def ----- Resists +9% darkness +9% acid Massive two-handed swords. |
truestriking dwarven-steel greatsword of daylight (37-59 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 37.0 - 59.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 light Against +20% Undead While equipped: dps ---------- Res.pen +10% physical Acc +16 (+5 eff.) Apr +10 Massive two-handed swords. |
balanced deep-steel trident of massacre (39-62 power, 10 apr)3.0 T3 trident 2H weapon [Ego] Master Power 39.0 - 62.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +12 (+6 eff.) Disarm- +38% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Cautery Sword (40-56 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Steamtech Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 100% On Hit: * inflict fire damage based on steampower While equipped: ----- def ----- Cut- +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
Lustreshear the dwarven-steel longsword (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Arcane Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +18 cold On Hit.r1 +12 light While equipped: Stats +5 Dex dps ---------- Dmg.mod +12% fire Res.pen +25% light +10% fire ---------- misc Light +3 See.Invis +6 Sharp, long, and deadly. |
plaguebringer's dwarven-steel longsword of torment (24-33 power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Arcane/Psionic Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +14 blight On Hit: 20% Epidemic 3 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: ----- def ----- Disease- +21% Sharp, long, and deadly. |
Zubebrelraba the steel mace (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +2 Str +3 Cun +2 Con dps ---------- Phys.crit +5.0% Crit.mult +20.00% Res.pen +7% physical Acc +9 (+3 eff.) Apr +8 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 Blunt and deadly. |
balanced dwarven-steel waraxe of vileness (22-30 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +23% One-handed war axes. |
thought-forged dwarven-steel dagger of erosion (21-27 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature/Psionic Power 21.0 - 27.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 mind +6 nature On Hit: * 19% chance to reduce all saves and defense by 21 While equipped: Stats +1 Cun +1 Wil Sharp, short and deadly. |
honing vined mindstar (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% physical Res.pen +4% physical ----- def ----- Resists +4% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +4% nature ----- def ----- Resists +4% blight Disease- +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of clarity (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Max.psi +26.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of sand (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 7 physical Dmg.mod +7% physical Res.pen +11% physical ----- def ----- Resists +7% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Frostbite (18-27 power, 12 apr)3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 18.0 - 27.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% Block +60 Dmg.conv 50% ice Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +7 (+4 eff.) Fatigue +9% Ice.pen +40% ---------- misc Talents +1 Block Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
shocking steel steamsaw of mind resistance (+14%) (14-22 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Nature/Psionic/Steamtech Power 14.5 - 21.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: dps ---------- Melee+ 10 lightning Melee Ret 1 lightning ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +14% mind ---------- misc Talents +1 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! |
enhanced yew longbow of acid4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +8 acid While equipped: Stats +11 Str +6 Dex +6 Mag +12 Wil +8 Cun +5 Con dps ---------- Dmg.mod +20% acid Longbows are used to shoot arrows at your foes. |
Zubissra the quiver of ash arrows (19/19, 18-26 power, 7 apr)3.0 T2 arrow ammo [Rare] Psionic Power 18.5 - 25.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Ranged+ +20 physical +20 mind +20 arcane On Hit.r1 +20 mind On Crit.r2 +12 mind On Hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage Arrows are used with bows to pierce your foes to death. |
blazing pouch of steel shots of wind (18/18, 23-28 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 23.0 - 27.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Proj.spd +200% Ranged+ +14 fire On Crit.r2 +7 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 165 physical damage Shots are used with slings to pummel your foes to death. |
blazing pouch of dwarven-steel shots of disruption (19/19, 30-36 power, 3 apr)3.0 T3 shot ammo [Ego+] Nature/Disrupt Power 30.0 - 36.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Ranged+ +16 fire Against +14% Unnatural On Crit.r2 +5 fire 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% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Dazzlemight' (16/16, 33-40 power, 3 apr)3.0 T3 shot ammo [Rare] Arcane Power 33.0 - 39.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 16 Rld cld 3 Ranged+ +20 blight +8 light On Hit.r1 +8 blight On Crit.r2 +16 mind On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce all saves and defense by 21 Shots are used with slings to pummel your foes to death. |
steel shield 'Aerowyn' (0 def, 4 armour, 37 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Dex +6 Mag dps ---------- On shield block: * Deals 15 light and fire damage to each enemy blocked ----- def ----- Armour +4 Fatigue +8% Resists +9% light +8% fire +9% mind +5% arcane Crit.chn- 15.00% ---------- misc Infravis +2 Talents +1 Block Handheld deflection devices. |
Black Mesh (8 def, 2 armour, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Piercing Gaze (5 def, 25 armour, 180 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+3 eff.) Rng.Def +10 (+4 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
woollen robe 'Voronne' (15 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +2 Dex +2 Mag +5 Con dps ---------- Dmg.mod +17% temporal Acc +30 (+8 eff.) ----- def ----- Defense +15 (+7 eff.) Resists +17% temporal +9% all Die.at -40.00 life ---------- misc See.Invis +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +58.00 HP.reg +5.00 Heal.mod +22% A suit of armour made of leather. |
volcanic reinforced leather armour of lightning resistance (12 def, 18 armour)9.0 T4 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 7 fire Ranged+ 7 fire ----- def ----- Armour +18 Defense +12 (+6 eff.) Fatigue +8% Resists +20% lightning +11% fire +10% physical A suit of armour made of leather. |
rejuvenating iron mail armour of resilience (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +20.00 HP.reg +2.40 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +7% physical Phys.save +14 (+4 eff.) A suit of armour made of mail. |
Hathentir (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +25% arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Fatigue +22% Resists +8% physical +5% arcane +12% mind Phys.save +17 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour of lightning resistance (0 def, 19 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +19 Fatigue +22% Resists +18% lightning A suit of armour made of metal plates. |
grounding hardened leather belt1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +8% lightning +9% temporal A belt that goes around your waist. |
Zubolaith the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +10 Defense +29 (+11 eff.) Phys.save +26 (+8 eff.) Stealth +13 Die.at -60.00 life ---------- misc Size +1 A belt that goes around your waist. |
cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Dmg.mod +11% darkness Res.pen +13% darkness ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of fog (8 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +8% darkness ----- def ----- Defense +8 (+4 eff.) Resists +12% fire +13% light +12% darkness Stealth +18 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots of force (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Spell.pwr +2 (+1 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Getidig (0 def, 5 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Crit.mult +15.00% Phys.pwr +20 (+5 eff.) Apr +1 ----- def ----- Armour +5 Fatigue +3% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
sand hardened leather gloves (0 def, 8 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 8 physical Dmg.mod +3% physical ----- def ----- Armour +8 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand hardened leather gloves of dexterity (+3) (0 def, 9 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 9 physical Dmg.mod +3% physical Acc +12 (+4 eff.) ----- def ----- Armour +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat of madness (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +6 Cun +2 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+1 eff.) Mind.save +15 (+7 eff.) Hateful Whisper: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 73 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
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 (-3 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-5 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. |
Tundrakill (2 def, 0 armour)2.0 T3 head armor [Rare] Disrupt While equipped: Stats +4 Str dps ---------- Dmg.mod +6% cold Res.pen +15% acid Melee Ret 2 acid ----- def ----- Defense +2 (+1 eff.) Resists +8% blight +8% nature +6% acid A pointy cloth hat, very wizardly... |
insulating iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Urthudohor the Greenreek (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Armour +4 Fatigue +4% Resists +3% temporal +3% darkness +8% blight +9% cold +9% nature Crit.chn- 15.00% Confus- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +5% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
31 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. |
18 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. |
28 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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
25 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. |
26 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. |
14 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 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. |
25 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. |
20 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. |
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. |
138 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. |
preserving brass lantern of clarity2.0 T1 lite [Ego+] Nature/Psionic While equipped: Stats +1 Con ----- def ----- Resists +6% blight Mind.save +6 (+3 eff.) HP.reg +2.00 ---------- misc Light +3 See.Stealth +5 See.Invis +6 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 alchemist's lamp of focus1.0 T3 lite [Ego] Arcane/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +9% mind Melee Ret 10 fire ----- def ----- Resists +6% fire ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 39.91 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 39.91 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
steel spike attachment0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 146] simple healing salve [power 146]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 146 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 205] powerful pain suppressor salve [power 205]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -205 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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! |
Achievements
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Goldenjaw the Orc Sawbutcher level 13
33rd Retaking 124th year of Ascendancy at 13:32 see stats
Exterminator
Killed 1000 creatures.By Goldenjaw the Orc Sawbutcher level 29
46th Revenge 124th year of Ascendancy at 10:23 see stats
Got eggs?
Finish the Pikataclysm event.By Goldenjaw the Orc Sawbutcher level 32
27th Pain 124th year of Ascendancy at 16:10 see stats
Level 10
Got a character to level 10.By Goldenjaw the Orc Sawbutcher level 10
21st Retaking 124th year of Ascendancy at 08:54 see stats
Level 20
Got a character to level 20.By Goldenjaw the Orc Sawbutcher level 20
24th Revenge 124th year of Ascendancy at 03:47 see stats
Level 30
Got a character to level 30.By Goldenjaw the Orc Sawbutcher level 30
46th Revenge 124th year of Ascendancy at 10:30 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Goldenjaw the Orc Sawbutcher level 36
37th Pain 124th year of Ascendancy at 02:30 see stats
Size matters
Did over 600 damage in one attack.By Goldenjaw the Orc Sawbutcher level 27
30th Revenge 124th year of Ascendancy at 17:29 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Goldenjaw the Orc Sawbutcher level 23
25th Revenge 124th year of Ascendancy at 23:20 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Goldenjaw the Orc Sawbutcher level 16
11st Revenge 124th year of Ascendancy at 18:43 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Goldenjaw the Orc Sawbutcher level 38
4th Dearth 124th year of Ascendancy at 22:35 see stats
Log
Acid Splash from Mayybeth the orc corruptor hits Goldenjaw for 12 acid damage.
Weakness Disease from Mayybeth the orc corruptor hits Goldenjaw for 19 blight damage.
Mayybeth the orc corruptor's Beyond the Flesh hits Goldenjaw for 0 physical, 0 light (0 total damage).
Mayybeth the orc corruptor uses Evasion.
Mayybeth the orc corruptor tries to evade attacks.
Mayybeth the orc corruptor casts Blood Grasp.
Mayybeth the orc corruptor receives 19 healing from Mayybeth the orc corruptor's Blood Grasp.
Mayybeth the orc corruptor's Blood Grasp hits Goldenjaw for 84 blight damage.
Mayybeth the orc corruptor gains 1% of a turn from Ancestral Life.
Mayybeth the orc corruptor evades Goldenjaw.
Mayybeth the orc corruptor evades Goldenjaw.
Goldenjaw is not stunned anymore.
Mayybeth the orc corruptor roars triumphantly.
Burning from Goldenjaw hits Mayybeth the orc corruptor for 117 fire damage.
Bleeding from Goldenjaw hits Mayybeth the orc corruptor for (34 to psi shield), 51 physical (51 total damage).
Melee retaliation hits Mayybeth the orc corruptor for 1 darkness, 0 arcane (1 total damage).
Acid Splash from Mayybeth the orc corruptor hits Goldenjaw for 0 acid damage.
Weakness Disease from Mayybeth the orc corruptor hits Goldenjaw for 15 blight damage.
Mayybeth the orc corruptor's Beyond the Flesh hits Goldenjaw for 84 physical damage.
Goldenjaw the level 38 orc sawbutcher was eviscerated to death by Mayybeth the orc corruptor on level 1 of Ruined Dungeon.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Mayybeth the orc corruptor's Beyond the Flesh killed Goldenjaw!
Saving game...
Saving done.
Goldenjaw roars triumphantly.
Personal New Achievement: Utterly Destroyed!






















































































































