












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Items Vault 1.7.0Donators/Buyers bonus! Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Nightmare Adventure |
Sex | Male |
Race | Whitehoof |
Class | Archmage (Technomancer) |
Level / Exp | 50 / 1191% |
Size | medium |
Lifes / Deaths | Killed by Poltergeist Bloomsoul at level 23 on the 16th Revenge 124th year of Ascendancy at 13:50 2 / 5Killed by Poltergeist Bloomsoul at level 23 on the 16th Revenge 124th year of Ascendancy at 15:18 Killed by Xerorith the whitehoof maulotaur at level 29 on the 37th Revenge 124th year of Ascendancy at 02:09 Killed by High Sun Paladin Aeryn at level 38 on the 32nd Pain 124th year of Ascendancy at 02:40 Killed by High Sun Paladin Aeryn at level 38 on the 32nd Pain 124th year of Ascendancy at 04:26 |
Primary Stats
Strength | 50 (base 10) |
Dexterity | 77 (base 56) |
Constitution | 22 (base 10) |
Magic | 119 (base 60) |
Willpower | 82 (base 60) |
Cunning | 56 (base 33) |
Resources
Life | 1052/1052 |
Mana | 599/599 |
Stamina | 417/417 |
Steam | 90/90 |
Healing Factor | 1.2724166372472 |
Regeneration | 20.676770355268 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +73.77923725935% |
Spell | +10% |
Global | +131.64197660262% |
Vision
Sight | 13 |
Lite | 13 |
Infravision | 9 |
See Stealth | 43.662909723326 |
See Invisible | 68.375967428861 |
ESP Range | 20 |
ESP Kinds | humanoid, giant |
Offense: Mainhand
Damage | 56 |
Accuracy | 42 |
Crit Chance | 26% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 107 |
Crit Chance | 74% |
Speed | 0.90909090909091 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Blight | +47% |
Arcane | +123% |
Cold | +63% |
All | +26% |
Darkness | +41% |
Light | +41% |
Temporal | +63% |
Physical | +63% |
Mind | +32% |
Fire | +73% |
Lightning | +63% |
Offense: Damage Penetration
Mind | +10% |
Arcane | +54% |
Defense: Base
Armour (hardiness) | 46 (54.823135475018%) |
Defense | 61 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 51 |
Mental Save | 40 |
Defense: Resistances
Acid | + 45%( 77%) |
Blight | + 45%( 77%) |
Arcane | + 76%( 77%) |
Cold | + 45%( 77%) |
All | + 35%( 77%) |
Physical | + 41%( 77%) |
Lightning | + 64%( 77%) |
Light | + 45%( 77%) |
Temporal | + 52%( 77%) |
Mind | + 51%( 77%) |
Darkness | + 66%( 77%) |
Fire | + 49%( 77%) |
Nature | + 45%( 77%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 20% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Silence Resistance | 90% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 168% efficiency and cooldown mod of 100%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 195% efficiency and cooldown mod of 98%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1154% for 10 turns (1409 total) and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Cunning stat. |
Class Talents
Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Occult technomancy | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Arcane | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.40 |
| 3/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Trained Reactions |
talent | Keen Senses |
talent | Arcane Shield |
talent | Metaphasic Spin |
talent | Spellcraft |
talent | Feather Wind |
talent | Arcane Power |
talent | Disruption Shield |
talent | Pure Aether |
talent | Shielding |
talent | Essence of Speed |
beneficial effect | You have 2 charges. Death Momentum |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Physical save +15 (+5 eff.) Pinning Resist +75% Knockbk Resist +25% Teleport Resist +100% Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | ![]() 3.0 Encumbrance T5 arrow ammo [Unique] Arcane Weapon Damage 45.0 - 63.0 Void Uses 70% Dex, 40% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +120 Critical Rate +6.0% On Hit: 15% Spatial Tether level 1 On Hit: 15% Dimensional Anchor level 1 While equipped: other ------- Talents +4 Explosive Shell An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Light source | ![]() 0.0 Encumbrance T5 lite [Ego++] Arcane While equipped: Stats +7 Mag offense ------ Spellpower +8 (+1 eff.) Damage +12% light defense ------ Resistance +9% darkness Affinity +5% light other ------- Light +9 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 446.27 light damage. At talent level 3 you gain 59% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +0 Cun +5 Con defense ------ Armor +12 Defense +3 (+0 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% other ------- Infravision +9 Sight +3 See Stealth +25 See Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed A Helmet. But with steam power! This object's appearance was changed to Invisible. |
Tool | ![]() 3.0 Encumbrance T5 digger tool [Ego+] Arcane While equipped: Stats +3 Str +3 Mag offense ------ Spell Crit +6% other ------- Max mana +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +7 Mag +7 Wil offense ------ Spellpower +11 (+2 eff.) defense ------ Life +57.00 Life Regen +16.00 Healmod +17% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck offense ------ Damage +10% all defense ------ Resistance +25% mind +10% all other ------- Telepathy Humanoid Giant Telepath range +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Defense +10 (+2 eff.) Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save +15 (+5 eff.) Slow Projectiles +25% Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Mind Crit +2% Spellpower +25 (+4 eff.) Damage +6% mind +3% light +30% arcane Ignore resists +10% mind defense ------ Resistance +11% darkness +11% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +12% Out-of-Phase Resilience +11% other ------- Mana/turn +4.28 Vim-on-crit +4.00 Max mana +64.00 Max vim +25.00 Light +3 Talents +1 Command Staff On Spell Hit: 25% Lightning level 4 Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Staff of Arcane Supremacy. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +150% other ------- Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+6 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Talents +5 Arcane Dynamo Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Cloak | ![]() 2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+2 eff.) Resistance +30% lightning +12% arcane +12% darkness Shield Duration +1 Shield Power +15% Stun Resist +50% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 4.9 Power cost 28 out of 28/28. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 518.54 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +10 (+2 eff.) Damage +21% blight defense ------ Armor +7 Defense +11 (+2 eff.) Resistance +6% fire Max Resistance +7% all Physical save +23 (+8 eff.) other ------- Mana/turn +0.12 Mana-on-crit +2.00 Max mana +100.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 94%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 167% efficiency and cooldown mod of 89%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 114% efficiency and cooldown mod of 95%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 149% efficiency and cooldown mod of 50%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 5 turns and blocking 157 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+3 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+1 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Unknown While equipped: offense ------ Physical Power +40 (+15 eff.) Steampower +40 (+13 eff.) Spellpower +40 (+7 eff.) Mindpower +40 (+13 eff.) May understand old Sher'Tul language. When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+3 eff.) Ignore Armor +8 defense ------ Defense +9 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +7 (+3 eff.) Spellpower +7 (+1 eff.) Mindpower +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +13% nature +12% fire defense ------ Defense +5 (+1 eff.) Resistance +6% acid +6% fire +26% nature Spell save +9 (+3 eff.) Healmod +5% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Mind save +10 (+3 eff.) Confus Resist +25% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +9 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego] Nature/Psionic While equipped: Stats +10 Con defense ------ Physical save +20 (+7 eff.) Mind save +13 (+4 eff.) Confus Resist +42% Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) Damage +10% darkness defense ------ Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Critical power +11.00% Spellpower +6 (+1 eff.) Damage +15% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego++] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +21.00% Spellpower +19 (+3 eff.) On-Hit 19 fire Damage +15% fire other ------- Mana/turn +0.16 See Invis +7 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Dex offense ------ Spell Crit +10% Critical power +13.00% Spellpower +9 (+2 eff.) Damage +20% arcane Ignore resists +10% cold Ignore Armor +1 defense ------ Armor +4 Defense +10 (+2 eff.) Unlife -80.00 life other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +19 (+3 eff.) Damage +20% arcane other ------- Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Unique] Arcane Weapon Damage 25.0 - 30.0 Darkness Uses 120% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +15 (+3 eff.) Damage +30% darkness defense ------ Affinity +20% darkness Stealth +20 other ------- Talents +1 Command Staff On Spell Hit: 15% Galactic Pulse level 3 A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Rare] Arcane Weapon Damage 46.0 - 73.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +24 temporal While equipped: offense ------ Damage +3% light defense ------ Defense +30 (+7 eff.) Resistance +2% physical +24% temporal Crit Resistance 5.00% Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Confus Resist +20% other ------- Light +3 Massive two-handed swords. |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Rare] Psionic/Steamtech Weapon Damage 32.5 - 48.8 Phys.bleed Uses 100% Mag Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +74 On-crit, radius 2 +8 nature On Hit: * 20% chance to slow global speed by 56% * 20% chance to reduce all saves and defense by 29 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Damage +21% nature Ignore resists +10% nature +25% light defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% Resistance +6% nature other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego++] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +5% all defense ------ Resistance +6% lightning +7% darkness +6% light +6% blight +7% fire +6% cold +9% all Physical save +10 (+3 eff.) Spell save +21 (+7 eff.) Mind save +11 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Arcane/Psionic While equipped: Stats +0 Str +0 Dex +6 Mag +4 Wil +0 Cun +0 Con offense ------ Damage +10% darkness defense ------ Resistance +15% darkness +11% all other ------- Mana/turn +0.18 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Rare] Arcane While equipped: Stats +0 Str +0 Dex +6 Mag +0 Wil +0 Cun +0 Con offense ------ Physical Crit +5.0% Damage +21% temporal +9% arcane +20% physical Ignore resists +13% temporal +12% physical Ignore Armor +3 When Hit 4 arcane defense ------ Armor +14 Resistance +13% all Physical save +6 (+2 eff.) Anomaly Control +13 other ------- Stamina/turn +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T5 light armor [Ego++] Nature While equipped: defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Life +94.00 Life Regen +14.90 Healmod +30% A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Spell save +6 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) Ignore resists +15% nature defense ------ Defense +5 (+1 eff.) Resistance +12% blight +9% cold Physical save +8 (+3 eff.) Life +40.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +12% lightning Ignore resists +5% light +10% fire When Hit 6 light 2 fire defense ------ Resistance +5% acid +6% fire +10% lightning +7% cold A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +6 Mag offense ------ Physical Crit +3.0% Critical power +5.00% Physical Power +4 (+2 eff.) other ------- Mana/turn +0.12 Max mana +22.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Ego+] Master/Psionic While equipped: Stats +4 Wil defense ------ Resistance +11% fire +11% cold Mind save +11 (+4 eff.) Life +88.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil defense ------ Defense +2 (+0 eff.) Resistance +0% lightning Spell save +9 (+3 eff.) other ------- Max mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +2 Str +2 Mag +2 Wil +3 Con offense ------ Mindpower +5 (+2 eff.) Damage +21% fire Ignore resists +10% fire +7% physical defense ------ Armor +3 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 3.5 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +4 Fatigue -2% Physical save +7 (+2 eff.) other ------- Encumbrance +27 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +4 Fatigue +3% Silence Resist +20% Confus Resist +21% Stun Resist +29% other ------- Stamina/turn +0.40 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Steam Powered Boots. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +10 Wil +6 Cun offense ------ Spell Crit +3% Ignore resists +20% cold When Hit 6 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 29 defense ------ Armor +5 Fatigue -5% Resistance +15% cold Physical save +24 (+8 eff.) Spell save +10 (+3 eff.) Mind save +13 (+4 eff.) other ------- Encumbrance +40 Mana/turn +0.46 Max mana +42.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Ego+] Master While equipped: offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +6% Critical power +5.00% defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +2 Cun +3 Mag defense ------ Armor +2 Resistance +6% light +5% darkness other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 2.5 Power cost 20 out of 20/20. Range 6 Cooldown: 9 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 226.38 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +11 Con offense ------ Damage +7% arcane defense ------ Armor +15 Hardiness +10% Resistance +7% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Invisible. |
![]() 1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +5 (+1 eff.) On-Hit 4 arcane Damage +4% arcane defense ------ Armor +6 Fatigue +3% Resistance +5% arcane Mind save +8 (+3 eff.) Life +42.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str +8 Dex +0 Cun +2 Con offense ------ Damage +12% fire When Hit 4 fire defense ------ Armor +3 Fatigue +3% Resistance +12% darkness other ------- Light +3 Infravision +8 See Invis +9 A hat made of leather. Very stylish. This object's appearance was changed to Invisible. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +1 Cun +3 Wil offense ------ Spell Crit +3% Mind Crit +5% Spellpower +3 (+1 eff.) defense ------ Defense +2 (+0 eff.) Mind save +13 (+4 eff.) other ------- Mana/turn +0.16 Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 211 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 32% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +2 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mindpower +4 (+1 eff.) defense ------ Armor +3 Fatigue +3% A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Ego++] Master While equipped: Stats +5 Str +6 Wil +0 Cun +3 Con offense ------ Physical Power +4 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +13% blight Mind save +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Brass Goggles. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 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 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 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 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 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 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +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 Encumbrance 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. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance 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 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Defense +4 (+1 eff.) Slow Projectiles +10% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: other ------- Talents +4 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +8 Str +8 Dex +8 Mag +8 Wil +8 Cun +8 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +18% lightning Stun Resist +30% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +24% lightning Stun Resist +40% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +24% lightning Stun Resist +40% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Stealth +6 other ------- Talents +3 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Hand Cannon Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Itching Powder Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +3 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +4 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun defense ------ Mind save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun defense ------ Mind save +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to armor/cloth When attached: other ------- Talents +4 Arcane Dynamo Allows the use of Technomancy spells. Tinkers can be attached to normal items to improve them with steam power! |
potent fiery salve [power 27] potent fiery salve [power 27]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Remove 1 magical effects and grants a fiery aura (27% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 32] powerful fiery salve [power 32]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Remove 2 magical effects and grants a fiery aura (32% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
great fiery salve [power 37] great fiery salve [power 37]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Remove 2 magical effects and grants a fiery aura (37% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 42] amazing fiery salve [power 42]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Remove 3 magical effects and grants a fiery aura (42% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
potent frost salve [power 27] potent frost salve [power 27]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Remove 1 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 32] powerful frost salve [power 32]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Remove 2 physical effects and grants a frost aura (32% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
great frost salve [power 37] great frost salve [power 37]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Remove 2 physical effects and grants a frost aura (37% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 42] amazing frost salve [power 42]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Remove 3 physical effects and grants a frost aura (42% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
potent healing salve [power 350] potent healing salve [power 350]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Heal 350 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful healing salve [power 433] powerful healing salve [power 433]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Heal 433 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
great healing salve [power 517] great healing salve [power 517]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Heal 517 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing healing salve [power 600] amazing healing salve [power 600]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Heal 600 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
potent pain suppressor salve [power 300] potent pain suppressor salve [power 300]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Let you fight up to -300 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 375] powerful pain suppressor salve [power 375]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Let you fight up to -375 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
great pain suppressor salve [power 450] great pain suppressor salve [power 450]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Let you fight up to -450 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 525] amazing pain suppressor salve [power 525]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Let you fight up to -525 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
potent water salve [power 27] potent water salve [power 27]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Remove 1 mental effects and grants a water aura (27% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful water salve [power 32] powerful water salve [power 32]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Remove 2 mental effects and grants a water aura (32% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
great water salve [power 37] great water salve [power 37]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Remove 2 mental effects and grants a water aura (37% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 42] amazing water salve [power 42]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 98% cooldown modifier. Remove 3 mental effects and grants a water aura (42% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +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? |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Life +20.00 other ------- Max stamina +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun defense ------ Defense +12 (+3 eff.) Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save +15 (+5 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() 2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+4 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 59 lightning damage and will be dazed for 1 turn (296 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Husk the Whitehoof Archmage level 4
12nd Retaking 124th year of Ascendancy at 01:37 see stats
By Husk the Whitehoof Archmage level 12
23rd Retaking 124th year of Ascendancy at 05:11 see stats
By Husk the Whitehoof Archmage level 44
26th Dearth 124th year of Ascendancy at 16:21 see stats
By Husk the Whitehoof Archmage level 30
52nd Revenge 124th year of Ascendancy at 15:47 see stats
By Husk the Whitehoof Archmage level 10
19th Retaking 124th year of Ascendancy at 11:17 see stats
By Husk the Whitehoof Archmage level 20
3rd Revenge 124th year of Ascendancy at 15:41 see stats
By Husk the Whitehoof Archmage level 30
37th Revenge 124th year of Ascendancy at 19:26 see stats
By Husk the Whitehoof Archmage level 40
34th Pain 124th year of Ascendancy at 00:12 see stats
By Husk the Whitehoof Archmage level 50
33rd Loss 124th year of Ascendancy at 02:35 see stats
By Husk the Whitehoof Archmage level 50
49th Loss 124th year of Ascendancy at 23:23 see stats
By Husk the Whitehoof Archmage level 35
11st Pain 124th year of Ascendancy at 22:45 see stats
By Husk the Whitehoof Archmage level 43
25th Dearth 124th year of Ascendancy at 22:00 see stats
By Husk the Whitehoof Archmage level 27
22nd Revenge 124th year of Ascendancy at 17:32 see stats
By Husk the Whitehoof Archmage level 50
52nd Loss 124th year of Ascendancy at 17:45 see stats
By Husk the Whitehoof Archmage level 38
32nd Pain 124th year of Ascendancy at 06:39 see stats
By Husk the Whitehoof Archmage level 50
51st Loss 124th year of Ascendancy at 18:34 see stats
By Husk the Whitehoof Archmage level 50
52nd Loss 124th year of Ascendancy at 23:17 see stats
By Husk the Whitehoof Archmage level 47
29th Loss 124th year of Ascendancy at 06:25 see stats
By Husk the Whitehoof Archmage level 25
18th Revenge 124th year of Ascendancy at 23:33 see stats
Log
Husk drops on the floor: The Untouchable (14 def, 12 armour).
Husk drops on the floor: Molten Skin (15 def, 12 armour).
Husk drops on the floor: Cuirass of the Dark Lord (0 def, 30 armour).
Husk drops on the floor: Yeti-fur Cloak (9 def, 2 armour).
Husk drops on the floor: Wrap of Stone (0 def, 0 armour).
Husk drops on the floor: Liquid Metal Cloak (20 def, 10 armour).
Husk drops on the floor: Threads of Fate (10 def, 0 armour).
Husk drops on the floor: Anti-Gravity Boots (8 def, 8 armour).
Husk drops on the floor: Assassin's Surprise (0 def, 4 armour).
Husk drops on the floor: Storm Bringer's Gauntlets (0 def, 5 armour).
Husk drops on the floor: Will of Ul'Gruth (0 def, 15 armour).
Husk drops on the floor: Cap of the Undisturbed Mind (-10 def, 0 armour).
Husk drops on the floor: Visage of Nektosh (4 def, 8 armour).
Husk drops on the floor: Yaldan Baoth (0 def, 10 armour).
Galen's Flowing Robe activates and resets Husk's Arcane Power cooldown!