















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Select your Escorts 1.6.0Allows 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 1.6.7Official 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:
Improved Combat Text v2 1.6.0Description 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: Embers of Rage 1.6.7Official 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 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Gunslinger |
Level / Exp | 50 / 2258% |
Size | medium |
Lifes / Deaths | Killed by Adamira the storm drake hatchling at level 28 on the 32nd Pyre 123rd year of Ascendancy at 17:46 0 / 9Killed by Glacial Legion at level 50 on the 39th Pyre 124th year of Ascendancy at 03:30 Killed by minotaur at level 50 on the 48th Pyre 124th year of Ascendancy at 13:27 Killed by 3-headed hydra at level 50 on the 43rd Dusk 124th year of Ascendancy at 09:44 Killed by Aurakas the daelach at level 50 on the 44th Dusk 124th year of Ascendancy at 16:07 Killed by Atamathon the Giant Golem at level 50 on the 2nd Haze 124th year of Ascendancy at 15:51 Killed by Atamathon the Giant Golem at level 50 on the 2nd Haze 124th year of Ascendancy at 17:22 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 10th Haze 124th year of Ascendancy at 11:26 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 10th Haze 124th year of Ascendancy at 11:30 |
Primary Stats
Strength | 95 (base 32) |
Dexterity | 161 (base 61) |
Constitution | 41 (base 10) |
Magic | 96 (base 60) |
Willpower | 39 (base 16) |
Cunning | 141.6 (base 60) |
Resources
Life | -135/1197 |
Steam | 74/130 |
Healing Factor | 1.3703791469195 |
Regeneration | 18.157523696683 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 13 |
Infravision | 9 |
See Stealth | 35 |
See Invisible | 25 |
Offense: Mainhand
Damage | 159 |
Accuracy | 92 |
Crit Chance | 88% |
APR | 46 |
Speed | 1.00 |
Offense: Offhand
Damage | 159 |
Accuracy | 92 |
Crit Chance | 88% |
APR | 46 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 56% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +35% |
Light | +37% |
Temporal | +23% |
Fire | +35% |
Physical | +51% |
Mind | +32% |
All | +17% |
Offense: Damage Penetration
Mind | +44% |
Physical | +75% |
Fire | +54% |
All | +29% |
Defense: Base
Armour (hardiness) | 80 (57.811550151976%) |
Defense | 112 |
Ranged Defense | 115 |
Fatigue | 0 |
Physical Save | 63 |
Spell Save | 46 |
Mental Save | 56 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 24%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 19%( 70%) |
All | + 7%( 70%) |
Darkness | + 26%( 70%) |
Light | + 32%( 70%) |
Physical | + 30%( 70%) |
Lightning | + 62%( 70%) |
Fire | + 33%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
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 13.7 steam per turn. Can be activated for an instant burst of 68 steam. |
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 150% efficiency and cooldown mod of 65%. |
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 212% efficiency and cooldown mod of 68%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 215 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Steamtech / Gunslinging | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | Bullets shot are supercharged: They can pass through multiple targets and have 52 additional armour penetration. Bullet Mastery: Supercharged |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 57. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +18% darkness +24% physical Res.pen +10% physical On Hit (Melee): * 23% chance to reduce damage dealt by 25% ----- def ----- Armour +14 Fatigue +4% Resists +10% acid +4% physical +13% cold +13% fire +29% lightning Phys.save +16 (+4 eff.) Die.at -93.64 life Pinning- +25% Knockbk- +25% Teleport- +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Arcane/Master/Psionic Power 179% Range: 1.2x Uses 50% Cun, 50% Mag, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +11 Apr +6 Crit +7.0% Capacity 20 Proj.spd +200% Ranged+ +4 physical On Hit: 20% Curse of Vulnerability 5 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: ---------- misc Reload +4 Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Wil dps ---------- Phys.crit +5.0% Crit.mult +18.00% Phys.pwr +7 (+1 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +20% light Res.pen +15% all +10% fire Phasing +10% Apr +13 Melee Ret 2 arcane ----- def ----- Defense +16 (+2 eff.) Phys.save +16 (+4 eff.) Spell.save +28 (+9 eff.) Mind.save +20 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +1.00 Light +11 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +13 Cun +19 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +16 (+2 eff.) Blind- +100% ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Blind-Fight: No penalty when attacking invisible/stealthed This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | ![]() 1.5 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- +150% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 145% Range: 1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +15% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Armour +16 Defense +30 (+5 eff.) Resists +5% arcane Mind.save +9 (+3 eff.) Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Str dps ---------- Dmg.mod +18% fire ----- def ----- Armour +19 Defense +32 (+5 eff.) Phys.save +10 (+2 eff.) HP.reg +4.00 Stun/Frz- +20% Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +10 Cun dps ---------- Melee+ 31 physical Ranged+ 33 physical On Hit (Melee): * 20% chance to slow global speed by 59% * 18% chance to reduce all saves and defense by 31 On Hit (Ranged): * 14% chance to reduce all saves and defense by 31 ----- def ----- Resists +7% physical Phys.save +9 (+2 eff.) HP.reg +4.00 Poison- +20% Cut- +20% ---------- misc Hate/m.crit +3.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +11 Dex +10 Cun +13 Con dps ---------- Phys.crit +8.2% Mov.spd +10% Dmg.mod +6% temporal ----- def ----- Defense +27 (+4 eff.) Fatigue -10% Resists +9% light Phys.save +7 (+1 eff.) Max.HP +40.00 HP.reg +4.00 Cut- +20% ---------- misc Stam/turn +1.20 Amulets can have magical properties. |
In main hand | ![]() 4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +12 lightning On Hit: * chills your foe dealing 47 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: Stats +7 Cun +6 Str dps ---------- Phys.pwr +15 (+3 eff.) Steampwr +12 (+2 eff.) Dmg.mod +15% mind Res.pen +15% mind +21% physical On Hit (Ranged): * 20% chance to reduce all saves and defense by 31 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Defense +10 (+1 eff.) Rng.Def +20 (+3 eff.) Proj.evade +15% Proj.slow +55% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 6/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 66 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 | ![]() 4.0 T5 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: * splashes acid on your target dealing 92 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +5 Str +13 Dex +9 Mag +3 Wil +8 Cun +10 Con dps ---------- Res.pen +14% all Acc +15 (+3 eff.) Apr +12 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +10 (+1 eff.) Resists +30% lightning +18% light +18% blight +15% fire +15% nature Stealth +10 HP.reg +1.00 Heal.mod +15% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Rare] Master While equipped: Stats +11 Str +16 Mag +8 Wil dps ---------- Spell.crit +10% Mind.crit +5% Crit.mult +40.00% Phasing +39% Melee Ret 6 blight ----- def ----- Armour +19 Defense +21 (+3 eff.) Fatigue +8% Resists +20% darkness +14% physical Crit.dmg- 35.00% ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
![]() 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 150% efficiency and cooldown mod of 74%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 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 179% efficiency and cooldown mod of 81%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 arcane, 3 physical, 4 mind, 4 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 376.38 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 59 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Unique] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Defense +20 (+3 eff.) Resists +3% physical +12% light +10% darkness Spell.save +3 (+1 eff.) Blind- +24% Silence- +10% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Random Unique] Master/Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +6% cold On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Fatigue -6% Resists +9% lightning +3% temporal +6% acid Phys.save +10 (+2 eff.) Spell.save +16 (+5 eff.) Mind.save +19 (+6 eff.) HP.reg +1.00 Confus- +15% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +1 Mag dps ---------- Res.pen +5% physical Acc +15 (+3 eff.) ----- def ----- Armour +10 Max.HP +46.00 HP.reg +7.00 Heal.mod +11% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Mind.crit +3% Melee+ 11 light Ranged+ 12 light Dmg.mod +10% light Res.pen +10% acid ---------- misc Hate/m.crit +1.00 Max.hate +4.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +20% lightning +15% mind Melee Ret 6 mind 6 nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +52% lightning +15% mind +15% blight Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +20% darkness ----- def ----- Resists +3% acid +3% darkness Mind.save +5 (+2 eff.) Confus- +23% ---------- misc Light +1 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +7 Cun dps ---------- Melee+ 12 physical Ranged+ 12 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 31 On Hit (Ranged): * 11% chance to reduce all saves and defense by 31 ----- def ----- Defense +8 (+1 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +12% acid +4% all On Hit (Melee): * 10% chance to slow global speed by 59% ----- def ----- Resists +24% acid +15% fire +5% arcane +3% cold HP.reg +3.00 Stun/Frz- +22% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +4 Dex dps ---------- Phys.crit +5.0% Crit.mult +25.00% Phys.pwr +39 (+7 eff.) Res.pen +33% physical ----- def ----- Phys.save +18 (+4 eff.) Mind.save +15 (+5 eff.) Confus- +39% ---------- misc Infravis +4 See.Invis +30 Rings can have magical properties. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 180% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+13 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +860% Ranged+ +20 cold On Hit: 10% Arcane Vortex 5 Uses 2.0 Steam While equipped: Stats +4 Con +7 Mag dps ---------- Crit.mult +5.00% Spell.pwr +15 (+5 eff.) Dmg.mod +19% cold +14% arcane +9% physical Res.pen +15% all Acc +50 (+10 eff.) Apr +15 ----- def ----- Die.at -100.00 life Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +14.00% Phys.pwr +5 (+1 eff.) Dmg.mod +3% acid Melee Ret 6 acid 4 lightning On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Armour +14 Defense +12 (+2 eff.) Resists +9% acid +8% fire +20% lightning +10% cold Phys.save +18 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness On Hit (Melee): * 20% chance to slow global speed by 59% * 20% chance to reduce damage dealt by 25% ----- def ----- Resists +6% acid +9% nature HP.reg +1.40 Heal.mod +16% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +3% mind Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Defense +9 (+1 eff.) Proj.slow +0% Stealth +6 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +6 Dex dps ---------- Phys.pwr +20 (+4 eff.) ----- def ----- Defense +25 (+4 eff.) Phys.save +12 (+3 eff.) Proj.slow +0% Max.HP +54.00 ---------- misc Stam/turn +3.00 Max.stam +30.00 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +6 Cun +9 Mag ----- def ----- Armour +10 Defense +38 (+6 eff.) Resists +12% lightning Phys.save +31 (+7 eff.) Spell.save +37 (+12 eff.) Mind.save +21 (+6 eff.) HP.reg +4.21 Heal.mod +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+1 eff.) Phys.save +10 (+2 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +8 Str +7 Con ----- def ----- Armour +7 Resists +13% fire +12% mind +15% cold Phys.save +0 (+0 eff.) Spell.save +6 (+2 eff.) Disarm- +10% Pinning- +21% Knockbk- +0% Teleport- +0% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 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. A pair of boots made of leather. |
![]() 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 (+1 eff.) Fatigue +8% Phys.save +0 (+0 eff.) Pinning- +50% Knockbk- +0% Teleport- +0% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 1.0 T4 hands armor [Rare] Master While equipped: Stats +6 Con dps ---------- Dmg.mod +9% lightning Res.pen +25% acid Melee Ret 6 lightning ----- def ----- Armour +3 Defense +30 (+5 eff.) Resists +6% blight +12% darkness Phys.save +36 (+9 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Heal.mod +20% Disarm- +50% Unarmed combat: Power 134% Range: 1.1x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +20 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor [Rare] Arcane While equipped: Stats +2 Dex +14 Mag dps ---------- Dmg.mod +11% arcane Acc +10 (+2 eff.) Melee Ret 10 arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +30 (+5 eff.) Fatigue +5% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.02 Unarmed combat: Power 134% Range: 1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +19 arcane On Crit.r2 +15 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor [Rare] Arcane While equipped: Stats +2 Dex +3 Wil dps ---------- Phys.pwr +30 (+6 eff.) Melee+ 8 blight Dmg.mod +8% blight Res.pen +25% physical ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Disarm- +0% ---------- misc Max.psi +30.00 Unarmed combat: Power 121% Range: 1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +10 blight On Hit: 20% Soul Rot 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +15% physical ----- def ----- Armour +3 Defense +10 (+1 eff.) Fatigue +3% Die.at -40.00 life Max.HP +60.00 HP.reg +4.00 ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
![]() 2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+5 eff.) Mind.pwr +15 (+5 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Apr +8 ----- def ----- Armour +5 Defense +31 (+5 eff.) Fatigue +5% Resists +9% blight Die.at -82.37 life HP.reg +4.00 Blind- +21% Poison- +20% Silence- +21% Knockbk- +21% Def/telep +10 Res/telep +10% Dur/telep +10% A hat made of leather. Very stylish. |
![]() 3.0 T5 head armor [Rare] Master While equipped: Stats +14 Str +9 Dex dps ---------- Phys.pwr +25 (+5 eff.) Res.pen +25% lightning Apr +8 ----- def ----- Armour +9 Defense +25 (+4 eff.) Fatigue +5% Resists +2% physical Phys.save +15 (+3 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 692.8 Physical damage. If the attack hits, the target is confused (47% 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. |
![]() 2.0 T5 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold Res.pen +20% acid ----- def ----- Armour +21 Defense +39 (+6 eff.) Fatigue +5% Resists +21% darkness +24% fire Cut- +26% Silence- +26% Teleport- +26% ---------- misc Infravis +4 A cap made of leather. |
![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+3 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+2 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Wil +5 Cun +3 Con dps ---------- Crit.mult +10.00% Mind.pwr +15 (+5 eff.) Dmg.mod +12% blight ----- def ----- Armour +13 Defense +20 (+3 eff.) Fatigue +8% Resists +35% acid +20% physical +12% fire +50% lightning +30% cold Crit.dmg- 10.00% ---------- misc Psi/ret +0.16 Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +4 Mag +8 Cun +2 Con dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +3% arcane +3% nature Res.pen +30% nature ----- def ----- Armour +18 Defense +35 (+6 eff.) Fatigue +8% Resists +19% acid +30% physical +19% cold +20% lightning +18% fire Phys.save +23 (+5 eff.) Mind.save +25 (+7 eff.) ---------- misc Infravis +3 A suit of armour made of leather. |
![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 76.28 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 T5 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +21% acid +24% temporal Res.pen +15% acid Melee Ret 6 darkness On Hit (Melee): * 23% chance to reduce damage dealt by 25% ----- def ----- Armour +8 Resists +9% acid Max.HP +74.00 Cut- +23% Teleport- +23% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Melee Ret 6 nature ----- def ----- Defense +20 (+3 eff.) Resists +3% blight +3% all Spell.save +9 (+3 eff.) Mind.save +3 (+1 eff.) ---------- 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. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+4 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 31.20 cold damage and 40.27 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T5 lite [Rare] Nature While equipped: Stats +3 Cun dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +9% mind Res.pen +25% acid ----- def ----- Max.HP +52.00 ---------- misc Stam/turn +3.00 Max.hate +10.00 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing frost salve [power 51] amazing frost salve [power 51]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 68% cooldown modifier. Remove 3 physical effects and grants a frost aura (51% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 730] amazing healing salve [power 730]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 68% cooldown modifier. Heal 730 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing unstoppable force salve [power 203] amazing unstoppable force salve [power 203]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 68% cooldown modifier. Increases all saves by 203 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 39] powerful frost salve [power 39]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 68% cooldown modifier. Remove 2 physical effects and grants a frost aura (39% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 527] powerful healing salve [power 527]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 68% cooldown modifier. Heal 527 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 26] simple frost salve [power 26]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 68% cooldown modifier. Remove 1 physical effects and grants a frost aura (26% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 325] simple healing salve [power 325]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 68% cooldown modifier. Heal 325 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T4 shot ammo [Unique] Nature Power 149% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target While equipped: These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +12% light ---------- misc Light +3 See.Stealth +6 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +8 Crit.dmg- 28.00% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +4 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +8 (+1 eff.) Proj.slow +20% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +16% light ---------- misc Light +4 See.Stealth +8 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +2 Con dps ---------- Acc +15 (+3 eff.) ----- def ----- Defense +10 (+1 eff.) Mind.save +9 (+3 eff.) Die.at -20.00 life ---------- misc Stam/turn +1.00 Blast the opponent's mind dealing 422 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to gain a 18% chance to evade weapon attacks for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +6 Wil dps ---------- Res.pen +29% physical Acc +35 (+7 eff.) Apr +3 Melee Ret 12 mind 8 darkness ----- def ----- Defense +25 (+4 eff.) Mind.save +12 (+4 eff.) Summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1304 Base Damage: 570 Armor: 42 All Resist: 50 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.crit +8.0% Phys.pwr +25 (+5 eff.) ----- def ----- Defense +20 (+3 eff.) Resists +8% physical ---------- misc Infravis +3 See.Invis +18 Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 15 cooldown 100% to heal for 94. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 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. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By gunner the Skeleton Gunslinger level 36
33rd Dusk 123rd year of Ascendancy at 14:10 see stats
By gunner the Skeleton Gunslinger level 50
4th Flare 124th year of Ascendancy at 17:45 see stats
By gunner the Skeleton Gunslinger level 46
40th Regrowth 124th year of Ascendancy at 02:26 see stats
By gunner the Skeleton Gunslinger level 50
5th Flare 124th year of Ascendancy at 09:26 see stats
By gunner the Skeleton Gunslinger level 47
52nd Regrowth 124th year of Ascendancy at 19:32 see stats
By gunner the Skeleton Gunslinger level 39
48th Dusk 123rd year of Ascendancy at 13:25 see stats
By gunner the Skeleton Gunslinger level 27
32nd Pyre 123rd year of Ascendancy at 11:12 see stats
By gunner the Skeleton Gunslinger level 12
1st Dusk 122nd year of Ascendancy at 07:18 see stats
By gunner the Skeleton Gunslinger level 48
2nd Pyre 124th year of Ascendancy at 17:46 see stats
By gunner the Skeleton Gunslinger level 37
43rd Dusk 123rd year of Ascendancy at 02:02 see stats
By gunner the Skeleton Gunslinger level 44
10th Allure 124th year of Ascendancy at 03:33 see stats
By gunner the Skeleton Gunslinger level 29
42nd Pyre 123rd year of Ascendancy at 10:26 see stats
By gunner the Skeleton Gunslinger level 50
45th Dusk 124th year of Ascendancy at 01:55 see stats
By gunner the Skeleton Gunslinger level 21
4th Decay 122nd year of Ascendancy at 02:20 see stats
By gunner the Skeleton Gunslinger level 41
4th Haze 123rd year of Ascendancy at 13:46 see stats
By gunner the Skeleton Gunslinger level 50
40th Dusk 124th year of Ascendancy at 15:27 see stats
By gunner the Skeleton Gunslinger level 49
3rd Pyre 124th year of Ascendancy at 01:50 see stats
By gunner the Skeleton Gunslinger level 27
50th Regrowth 123rd year of Ascendancy at 18:45 see stats
By gunner the Skeleton Gunslinger level 10
8th Mirth 122nd year of Ascendancy at 04:05 see stats
By gunner the Skeleton Gunslinger level 20
77th Haze 122nd year of Ascendancy at 21:56 see stats
By gunner the Skeleton Gunslinger level 30
42nd Pyre 123rd year of Ascendancy at 14:28 see stats
By gunner the Skeleton Gunslinger level 40
53rd Dusk 123rd year of Ascendancy at 21:43 see stats
By gunner the Skeleton Gunslinger level 50
27th Pyre 124th year of Ascendancy at 21:16 see stats
By gunner the Skeleton Gunslinger level 50
4th Flare 124th year of Ascendancy at 04:37 see stats
By gunner the Skeleton Gunslinger level 47
51st Regrowth 124th year of Ascendancy at 23:48 see stats
By gunner the Skeleton Gunslinger level 18
71st Dusk 122nd year of Ascendancy at 02:41 see stats
By gunner the Skeleton Gunslinger level 50
58th Pyre 124th year of Ascendancy at 20:08 see stats
By gunner the Skeleton Gunslinger level 31
68th Pyre 123rd year of Ascendancy at 06:30 see stats
By gunner the Skeleton Gunslinger level 23
10th Decay 122nd year of Ascendancy at 23:33 see stats
By gunner the Skeleton Gunslinger level 38
43rd Dusk 123rd year of Ascendancy at 03:27 see stats
By gunner the Skeleton Gunslinger level 50
45th Dusk 124th year of Ascendancy at 01:54 see stats
By gunner the Skeleton Gunslinger level 11
10th Mirth 122nd year of Ascendancy at 20:56 see stats
By gunner the Skeleton Gunslinger level 50
29th Pyre 124th year of Ascendancy at 18:33 see stats
By gunner the Skeleton Gunslinger level 26
32nd Regrowth 123rd year of Ascendancy at 03:07 see stats
By gunner the Skeleton Gunslinger level 50
45th Dusk 124th year of Ascendancy at 01:55 see stats
By gunner the Skeleton Gunslinger level 42
58th Haze 123rd year of Ascendancy at 03:23 see stats
By gunner the Skeleton Gunslinger level 27
32nd Pyre 123rd year of Ascendancy at 00:40 see stats
By gunner the Skeleton Gunslinger level 41
77th Dusk 123rd year of Ascendancy at 16:31 see stats
By gunner the Skeleton Gunslinger level 20
78th Haze 122nd year of Ascendancy at 21:38 see stats
By gunner the Skeleton Gunslinger level 14
32nd Dusk 122nd year of Ascendancy at 03:55 see stats
By gunner the Skeleton Gunslinger level 50
10th Haze 124th year of Ascendancy at 11:27 see stats
By gunner the Skeleton Gunslinger level 33
73rd Pyre 123rd year of Ascendancy at 10:00 see stats
Log
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits gunner for 91 fire damage.
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Gunner shoots!
Linaniil, Supreme Archmage of Angolwen casts Wraithform.
Linaniil, Supreme Archmage of Angolwen turns into a wraith.
Gunner's tinker attains critical power!
Linaniil, Supreme Archmage of Angolwen shrugs off the effect 'Corrode'!
Linaniil, Supreme Archmage of Angolwen rises from the dead!
Linaniil, Supreme Archmage of Angolwen stops bleeding.
Linaniil, Supreme Archmage of Angolwen deactivates Keen Senses.
Linaniil, Supreme Archmage of Angolwen deactivates Wildfire.
Linaniil, Supreme Archmage of Angolwen deactivates Premonition.
Linaniil, Supreme Archmage of Angolwen returns to normal.
The protective shield of Linaniil, Supreme Archmage of Angolwen disappears.
Gunner's Shoot hits Linaniil, Supreme Archmage of Angolwen for (423 shifted), 0 physical, 45 physical, 143 acid (188 total damage).
Linaniil, Supreme Archmage of Angolwen activates Essence of Speed.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits gunner for 83 fire damage.
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Gunner uses Net Projector.
Linaniil, Supreme Archmage of Angolwen resists the effect 'Net Projector'!
Linaniil, Supreme Archmage of Angolwen casts Freeze.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen surges with fiery power!
Linaniil, Supreme Archmage of Angolwen hits gunner for 597 cold, 294 physical, 286 fire (1177 total damage).
gunner the level 50 skeleton gunslinger was roasted to death by Linaniil, Supreme Archmage of Angolwen on level 1 of Angolwen.