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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Visibly Looted Stalls 1.5.0Changes the appearance of market stalls in the Embers of Rage DLC after they are looted. NOTE: This addon is officially deprecated as of release 1.1.0 of the Embers of Rage DLC, which includes equivalent functionality. Items Vault 1.7.0Donators/Buyers bonus! Demon Seed Details 1.4.6
This 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. Possessor Bonus Class 1.7.4Donators/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: Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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:
Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. 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 Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Archmage |
| Level / Exp | 50 / 2532% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 71 (base 10) |
| Dexterity | 28 (base 12) |
| Constitution | 70 (base 27) |
| Magic | 120 (base 60) |
| Willpower | 82 (base 60) |
| Cunning | 92 (base 60) |
Resources
| Life | 1385/1385 |
| Mana | 580/580 |
| Psi | 172/172 |
| Steam | 100/100 |
| Healing Factor | 1.3772792565121 |
| Regeneration | 7.2307160966885 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +113.77923725935% |
| Spell | 0% |
| Global | +134.51659701343% |
Vision
| Sight | 13 |
| Lite | 14 |
| Infravision | 20 |
| See Stealth | 60 |
| See Invisible | 58 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 28 |
| Crit Chance | 52% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 109 |
| Crit Chance | 81% |
| Speed | 1 |
Offense: Mind
| Mindpower | 81 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +25% |
| Arcane | +182% |
| Cold | +74% |
| All | +22% |
| Lightning | +59% |
| Light | +42% |
| Temporal | +59% |
| Physical | +74% |
| Fire | +80% |
| Darkness | +37% |
Offense: Damage Penetration
| Acid | +20% |
| Arcane | +67% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 77.557404504575 (77.304188961773%) |
| Defense | 54 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 42 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 54%( 70%) |
| Arcane | + 70%( 70%) |
| Mind | + 49%( 70%) |
| All | + 32%( 70%) |
| Lightning | + 52%( 70%) |
| Physical | + 48%( 70%) |
| Fire | + 48%( 70%) |
| Darkness | + 48%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 0% |
| Poison Resistance | 100% |
| Blind Resistance | 50% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1113 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1386 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% 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 1941% for 10 turns (1456 total) and instantly restoring 97 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 158% efficiency and cooldown mod of 51%. |
| 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 179% efficiency and cooldown mod of 52%. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Spell / Arcane | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Chant of Fortitude |
| talent | Feather Wind |
| talent | Essence of Speed |
| talent | Arcane Power |
| talent | Disruption Shield |
| talent | Pure Aether |
| talent | Shielding |
| talent | Phantasmal Shield |
| beneficial effect | You have 4 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. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
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 | Unbreakable Greaves (8 def, 20 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Phys.save +15 (+5 eff.) Pinning- +25% Knockbk- +125% Teleport- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | ethereal dwarven lantern of corpselight 0.0 T5 lite [Ego++] Arcane While equipped: Stats +7 Mag dps ---------- Spell.crit +3% Spell.pwr +16 (+3 eff.) Dmg.mod +20% light ----- def ----- Resists +12% blight +11% darkness ---------- misc Light +12 Infravis +6 See.Stealth +10 See.Invis +15 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 47 blight damage or heals 56 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | aegis elven-silk wizard hat of the Brotherhood (3 def, 0 armour) 2.0 T5 head armor [Ego++] Arcane While equipped: Stats +10 Mag +10 Con dps ---------- Dmg.mod +17% arcane ----- def ----- Defense +3 (+1 eff.) Shield.pwr +11% HP.reg +5.00 ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 8.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 35 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 11 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| Tool | Elenuhir the voratun torque of gale force [power 430] (15 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +9% arcane ----- def ----- Armour +6 Phys.save +9 (+3 eff.) Die.at -60.00 life Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 748 physical damage Puts all charms on 15 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +7 Str +7 Dex +3 Mag +2 Wil +8 Cun dps ---------- Spell.crit +2% Dmg.mod +21% arcane +3% blight Acc +13 (+7 eff.) ----- def ----- Armour +14 Blind- +50% ---------- misc Infravis +5 See.Stealth +25 See.Invis +18 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around waist | Heatnail 1.0 T5 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +15% cold +21% fire Res.pen +15% arcane Melee Ret 6 blight ----- def ----- Resists +21% blight +24% fire +5% arcane Mind.save +15 (+4 eff.) A belt that goes around your waist. |
| In main hand | dragonbone magestaff 'Isosetira' (30-36 power, 6 apr, arcane element) 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +20% Phys.pwr +9 (+1 eff.) Spell.pwr +28 (+5 eff.) Dmg.mod +48% arcane Res.pen +20% acid Phasing +20% Acc +5 (+3 eff.) ----- def ----- Defense +19 (+6 eff.) Shield.pwr +12% ---------- misc Mana/turn +5.00 Vim/s.crit +2.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
| On hands | stone warden's voratun gauntlets of war-making (0 def, 17 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +11 Con dps ---------- Phys.crit +16.0% Spell.crit +15% Mind.crit +11% Crit.mult +5.00% ----- def ----- Armour +17 Hardiness +9% Fatigue +5% Resists +9% physical ---------- misc Talents +5 Flash Powder Unarmed combat: Power 37.0 - 51.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +20.0% Atk.spd 83% On Hit: 5% Stone Touch 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +10 Str +10 Dex +17 Mag +17 Wil +17 Cun +10 Con dps ---------- Spell.crit +12% Spell.pwr +35 (+6 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 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 | Ethereal Embrace (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+4 eff.) Resists +30% lightning +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% Stun/Frz- +50% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 4.9 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell 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 667.90 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 | Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+8 eff.) Steampwr +40 (+8 eff.) Spell.pwr +40 (+7 eff.) Mind.pwr +40 (+8 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Inventory
medical injector implant (efficiency 139% / cooldown 55%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 139% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 14)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.5 steam per turn. Can be activated for an instant burst of 68 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.8 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 17)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 17.1 steam per turn. Can be activated for an instant burst of 86 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
blink rune (range 8; phase 25; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 14; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 11; phase 27; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 11 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. 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. |
Prismatic Rune (6 turns; acid, physical, nature, darkness)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 acid, 3 physical, 5 nature, 3 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 28; resist 31%; move 47%; dur 5; cd 18)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 31% all resistance, you move 47% faster, and you are invisible (power 28). 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. |
shatter afflictions rune of the psychic (absorb 202; cd 12)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 4 turns and blocking 202 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. |
shatter afflictions rune of the wizard (absorb 283; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 4 turns and blocking 283 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 703; dur 8; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 703 damage for 8 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune (absorb 818; dur 6; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 818 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
teleportation rune of the warrior (range 117; cd 12)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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 117 with a minimum range of 15. 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. |
Barilach0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +4 Con dps ---------- Mind.crit +4% Mind.pwr +15 (+3 eff.) ---------- misc Psi/ret +0.20 Hate/m.crit +4.00 Amulets make your neck look great! |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Emenn the Forestwarden0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +12 Cun +5 Str dps ---------- Dmg.mod +24% nature ----- def ----- Heal.mod +19% Cut- +60% Heal: Puts all charms on 35 cooldown Level 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 562 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Lavakin the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Dex dps ---------- Res.pen +20% fire ----- def ----- Resists +15% lightning +9% temporal +12% light +6% cold +6% nature Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
Pyrejam the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +4 Dex +7 Mag +7 Wil dps ---------- Melee Ret 6 arcane ----- def ----- Resists +14% mind +9% fire Confus- +29% Amulets make your neck look great! |
clarifying gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +15% mind Blind- +13% Confus- +35% ---------- misc Infravis +4 Sight +2 See.Invis +8 Amulets make your neck look great! |
vitalizing gold amulet0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +5 (+2 eff.) Max.HP +42.00 HP.reg +4.00 Amulets make your neck look great! |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 4.5 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 51 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
enraging stralite amulet of manastreaming0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag dps ---------- Phys.pwr +9 (+1 eff.) S.pwr/crit +3 Phys.spd +10% Dmg.mod +7% physical ---------- misc Mana/turn +0.18 Max.mana +30.00 Amulets make your neck look great! |
protective stralite amulet0.1 T4 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +8 (+3 eff.) Res.Cap +2% all Phys.save +20 (+7 eff.) Amulets make your neck look great! |
Dagurand the voratun amulet0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Cun +10 Dex dps ---------- Res.pen +25% blight ----- def ----- Resists +30% lightning +9% blight Stun/Frz- +50% ---------- misc See.Invis +9 Amulets make your neck look great! |
Dourstake of the Blightspawn0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats -4 Cun +11 Str dps ---------- Res.pen +25% acid Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 35% ----- def ----- Resists +15% acid +26% light +29% darkness Phys.save +25 (+9 eff.) Spell.save +25 (+9 eff.) Mind.save +16 (+4 eff.) Blind- +50% Amulets make your neck look great! |
Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
enraging voratun amulet of manastreaming0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag dps ---------- Phys.pwr +9 (+1 eff.) S.pwr/crit +4 Phys.spd +10% Dmg.mod +6% physical ---------- misc Mana/turn +0.58 Max.mana +33.00 Amulets make your neck look great! |
protective voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +17.00% Spell.pwr +9 (+2 eff.) Dmg.mod +11% blight +8% fire ----- def ----- Armour +5 Defense +7 (+3 eff.) Res.Cap +5% all Phys.save +17 (+6 eff.) Amulets make your neck look great! |
protective voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 13 light 12 darkness Dmg.mod +13% light +13% darkness On Melee Ret: * 13% chance to reduce damage dealt by 35% * 13% chance to blind ----- def ----- Armour +7 Defense +12 (+4 eff.) Res.Cap +6% all Phys.save +23 (+8 eff.) Amulets make your neck look great! |
savior's voratun amulet of cunning (+8)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Cun ----- def ----- Phys.save +24 (+8 eff.) Spell.save +21 (+7 eff.) Mind.save +22 (+6 eff.) Amulets make your neck look great! |
savior's voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +11 (+2 eff.) Dmg.mod +15% blight +11% fire ----- def ----- Phys.save +19 (+7 eff.) Spell.save +14 (+5 eff.) Mind.save +18 (+5 eff.) Amulets make your neck look great! |
starlit voratun amulet of perfection (0.33 Spell / Aegis,0.33 Spell / Storm)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +19% light +17% darkness Blind- +34% ---------- misc Masteries +0.33 Spell/Aegis +0.33 Spell/Storm Amulets make your neck look great! |
starseer's voratun amulet of perfection (0.39 Spell / Phantasm,0.39 Spell / Divination)0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag dps ---------- Spell.crit +6% Spell.pwr +4 (+1 eff.) Dmg.mod +5% light +8% temporal +7% darkness +7% physical ---------- misc Masteries +0.39 Spell/Phantasm +0.39 Spell/Divination Amulets make your neck look great! |
voratun amulet 'Korohell'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) ----- def ----- Resists +20% temporal Phys.save +19 (+7 eff.) Spell.save +19 (+7 eff.) Mind.save +17 (+5 eff.) Die.at -40.00 life Pinning- +39% Knockbk- +40% ---------- misc Max.stam +10.00 Masteries +0.35 Spell/Water +0.35 Spell/Temporal Amulets make your neck look great! |
Ashcrack the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex +3 Wil dps ---------- Mind.crit +2% Crit.mult +10.00% Dmg.mod +3% darkness +12% fire Acc +8 (+4 eff.) ----- def ----- Resists +9% fire Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +22.00 Disarm- +30% Pinning- +22% Knockbk- +24% Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
psionicist's gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +2 Wil dps ---------- Melee+ 10 physical Ranged+ 19 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 43 On Hit (Ranged): * 13% chance to reduce all saves and defense by 43 ----- def ----- Mind.save +4 (+1 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
rogue's gold ring of the mind (+12%)0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% mind ----- def ----- Defense +8 (+3 eff.) Resists +12% mind Rings make your fingers look great! |
savior's gold ring of arcana (+0.15/turn)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +9 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+3 eff.) Silence- +27% ---------- misc Mana/turn +0.15 Rings make your fingers look great! |
wizard's gold ring of fire (+26%)0.1 T3 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +13% fire ----- def ----- Resists +26% fire Spell.save +8 (+3 eff.) Rings make your fingers look great! |
Betoritta the Blindflash0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun +4 Con dps ---------- Dmg.mod +12% darkness Res.pen +10% temporal Melee Ret 4 darkness ----- def ----- Defense +12 (+4 eff.) Resists +3% darkness Spell.save +15 (+5 eff.) Max.HP +75.00 HP.reg +9.00 Heal.mod +14% ---------- misc Max.stam +20.00 Rings make your fingers look great! |
Lelydodur the Cloudraven0.1 T4 ring jewelry [Rare] Master While equipped: Stats +8 Str +5 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 8 lightning On Hit (Melee): * 20% chance to slow global speed by 72% ----- def ----- Armour +12 Resists +6% lightning Spell.save +18 (+6 eff.) ---------- misc Max.stam +21.00 Rings make your fingers look great! |
Smearblack the stralite ring0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Res.pen +25% nature Melee Ret 4 fire On Hit (Melee): * 20% chance to slow global speed by 72% * 20% chance to reduce damage dealt by 35% ----- def ----- Resists +13% blight +22% nature +18% darkness Poison- +23% Disease- +26% Rings make your fingers look great! |
savage's stralite ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +3 Con ----- def ----- Spell.save +13 (+5 eff.) ---------- misc Max.stam +19.00 Rings make your fingers look great! |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
pixie's voratun ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +7 Mag dps ---------- Spell.pwr +14 (+3 eff.) Rings make your fingers look great! |
pixie's voratun ring of aether (+14%)0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +14% arcane ----- def ----- Resists +14% arcane Rings make your fingers look great! |
pixie's voratun ring of luminosity0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +8 Cun +15 Mag dps ---------- Spell.pwr +14 (+3 eff.) Melee+ 40 light Ranged+ 22 light Dmg.mod +18% light Rings make your fingers look great! |
savage's voratun ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +5 Con ----- def ----- Spell.save +17 (+6 eff.) ---------- misc Max.stam +32.00 Rings make your fingers look great! |
savior's voratun ring of fire (+38%)0.1 T5 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +19% fire ----- def ----- Resists +38% fire Phys.save +17 (+6 eff.) Spell.save +13 (+5 eff.) Mind.save +16 (+4 eff.) Rings make your fingers look great! |
sneakthief's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +10 Cun +10 Dex dps ---------- Acc +13 (+7 eff.) ----- def ----- Max.HP +100.00 HP.reg +16.00 Heal.mod +18% Rings make your fingers look great! |
voratun ring of life0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +78.00 HP.reg +14.00 Heal.mod +14% Rings make your fingers look great! |
voratun ring of luminosity0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +8 Mag dps ---------- Melee+ 35 light Ranged+ 24 light Dmg.mod +20% light Rings make your fingers look great! |
wizard's voratun ring of speed0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +9 Mag dps ---------- Mov.spd +22% Acc +12 (+6 eff.) ----- def ----- Defense +12 (+4 eff.) Spell.save +18 (+6 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
Eilinera the Deepswar (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Random Unique] Arcane/Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +22 (+4 eff.) Dmg.mod +25% lightning +12% darkness +25% fire +25% arcane +25% cold ----- def ----- Defense +10 (+4 eff.) Resists +12% lightning +3% darkness +12% fire +12% arcane +12% cold ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 3.2 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 324.78 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone starstaff of channeling (30-36 power, 6 apr, physical element)5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +9% Phys.pwr +14 (+2 eff.) Spell.pwr +37 (+7 eff.) Dmg.mod +30% physical Acc +12 (+6 eff.) ---------- misc Mana/turn +0.42 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Bethagakira (20-28 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.pwr +30 (+5 eff.) Phasing +30% ----- def ----- Resists +12% temporal ---------- misc Vim/s.crit +2.00 One-handed war axes. |
Life Drinker (42-55 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.5 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 36.23 acid and 37.12 blight damage. If not cleared after five turns it will inflict 210.76 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+4 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+4 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
dreamer's elven-silk robe of light (+45%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +30% light ----- def ----- Resists +16% mind +13% darkness +45% light +15% all Phys.save +17 (+6 eff.) Spell.save +15 (+5 eff.) Mind.save +39 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Normal] While equipped: ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aerewe the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +5 Wil +5 Cun dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Defense +20 (+7 eff.) Resists +3% acid +3% blight Phys.save +14 (+5 eff.) Spell.save +30 (+10 eff.) Mind.save +14 (+4 eff.) HP.reg +1.10 Heal.mod +24% ---------- misc Size +1 A belt that goes around your waist. |
murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +3 Dex dps ---------- Acc +5 (+3 eff.) Apr +6 ----- def ----- Defense +2 (+1 eff.) Resists +15% temporal +19% darkness Def/telep +10 Res/telep +11% Dur/telep +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Loretofang the Corruptionrend (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Spell.crit +3% Mov.spd +10% Dmg.mod +6% nature +6% arcane Res.pen +25% blight +10% arcane On Hit (Melee): * 20% chance to slow global speed by 72% ----- def ----- Armour +4 Fatigue -5% Max.HP +48.00 ---------- misc Stam/turn +0.30 Mana/turn +0.16 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
warlord's drakeskin leather hat of ire (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +12 Str +7 Wil +5 Con dps ---------- Phys.pwr +11 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% physical Phys.save +25 (+9 eff.) Mind.save +12 (+3 eff.) Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-1 eff.) Mind.pwr -10 (-2 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
werebeast's voratun helm of might (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +9 Str +6 Dex +3 Cun +12 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
ametrine0.0 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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
26 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
27 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
32 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
33 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
14 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.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. |
15 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Glowing Core1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +7 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 7 radius cone with a 70% chance to blind (based on lite radius), dealing 456.21 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Sparkwedge the dwarven lantern1.0 T5 lite [Rare] Master While equipped: ----- def ----- Defense +30 (+9 eff.) Resists +18% lightning +3% physical +5% arcane +24% acid Max.HP +80.00 Blind- +44% Confus- +19% ---------- misc Light +11 See.Stealth +19 See.Invis +25 Track: Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
mastercraft ablative armour0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +8 Crit.chn- 28.00% Tinkers can be attached to normal items to improve them with steam power! |
steel armour reinforcement0.0 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! |
good rustproof coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Resists +20% acid 20% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! |
potent second skin0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! |
good waterproof coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +10% nature +10% cold Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel rocket boots0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
stralite fatal attractor0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
well-made flash powder0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
stralite grip0.0 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! |
stralite saw projector0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
stralite shocking touch0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel toxic cannister launcher0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel viral needlegun0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
steel voltaic sentry0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Voltaic Sentry Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulator0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun ----- def ----- Mind.save +15 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
well-made black light emitter0.0 T3 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +15% darkness ---------- misc Light -3 Infravis +6 See.Invis +6 Tinkers can be attached to normal items to improve them with steam power! |
crude lightning coil0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 38] amazing fiery salve [power 38]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 51% cooldown modifier. Remove 3 magical effects and grants a fiery aura (38% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 38] amazing frost salve [power 38]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 51% cooldown modifier. Remove 3 physical effects and grants a frost aura (38% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 540] amazing healing salve [power 540]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 51% cooldown modifier. Heal 540 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 473] amazing pain suppressor salve [power 473]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 51% cooldown modifier. Let you fight up to -473 life and reduces all damage by 28% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 38] amazing water salve [power 38]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 51% cooldown modifier. Remove 3 mental effects and grants a water aura (38% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
dwarven-steel pickaxe of the Iron Throne (dig speed 16 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Max.HP +22.00 ---------- misc Max.stam +22.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 170% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Bregudelekath the voratun torque of psionic shield [power 169] (25 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +12% blight Melee Ret 4 blight ----- def ----- Resists +2% physical Setup a psionic shield, reducing all damage taken by 169 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 18% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
powerful voratun torque of clear mind [power 4] (25 cooldown)2.0 T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick voratun torque of mindblast [power 350] (10 cooldown)2.0 T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 427 mind damage and silencing them for 4 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of stinging 'Murkwither' [power 368] (15 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +10% darkness +10% arcane Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 35% Sting an enemy dealing 449 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to gain a 27% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful dragonbone totem of healing [power 530] (15 cooldown)2.0 T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 530 Puts all charms on 15 cooldown 100% to increase all damage by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Daimeruildir the Frigidsmash [power 560] (20 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +18% cold Res.pen +25% cold ----- def ----- Resists +9% cold Create a shield absorbing up to 1109 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown 100% to increase the duration of 3 beneficial effects by 1. 100% to reduce 3 talent cooldowns by 2. 100% to gain a 27% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Nightmare (Roguelike) difficulty)
Buy an item from an AAA.By Haledogund the Whitehoof Archmage level 20
10th Revenge 124th year of Ascendancy at 21:33 see stats
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Haledogund the Whitehoof Archmage level 11
46th Retaking 124th year of Ascendancy at 17:14 see stats
An Other Brick in the Wall (Nightmare (Roguelike) difficulty)
Defeated Aeryn in the Gates of Morning without destroying the Observatory nor using ritches help.By Haledogund the Whitehoof Archmage level 42
45th Loss 124th year of Ascendancy at 23:45 see stats
Blood on the Moon (Nightmare (Roguelike) difficulty)
Kill all of the Star Gazers within 7 game turns.By Haledogund the Whitehoof Archmage level 43
50th Loss 124th year of Ascendancy at 18:44 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Haledogund the Whitehoof Archmage level 49
32nd Destruction 124th year of Ascendancy at 22:50 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Haledogund the Whitehoof Archmage level 28
49th Revenge 124th year of Ascendancy at 13:36 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Haledogund the Whitehoof Archmage level 10
30th Retaking 124th year of Ascendancy at 12:05 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Haledogund the Whitehoof Archmage level 20
4th Revenge 124th year of Ascendancy at 20:03 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Haledogund the Whitehoof Archmage level 30
13rd Dearth 124th year of Ascendancy at 13:30 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Haledogund the Whitehoof Archmage level 40
25th Loss 124th year of Ascendancy at 01:42 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By Haledogund the Whitehoof Archmage level 50
32nd Destruction 124th year of Ascendancy at 22:50 see stats
Mender (Nightmare (Roguelike) difficulty)
Destroyed the bosses of the Primal Forest without killing any uncorrupted treants.By Haledogund the Whitehoof Archmage level 34
36th Dearth 124th year of Ascendancy at 11:00 see stats
Once Upon A Time, In the West... (Nightmare (Roguelike) difficulty)
Hear the Eidolon's retelling of the Scourge from the West's journey.By Haledogund the Whitehoof Archmage level 50
50th Remembrance 125th year of Ascendancy at 21:17 see stats
One Ill Turn Deserves Another (Nightmare (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Haledogund the Whitehoof Archmage level 50
18th Remembrance 125th year of Ascendancy at 11:07 see stats
Reclaiming Garkul's Heritage (Nightmare (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Haledogund the Whitehoof Archmage level 33
31st Dearth 124th year of Ascendancy at 02:06 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Haledogund the Whitehoof Archmage level 50
14th Remembrance 125th year of Ascendancy at 22:39 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Haledogund the Whitehoof Archmage level 25
33rd Revenge 124th year of Ascendancy at 18:02 see stats
Sufficiently Advanced Technology (Nightmare (Roguelike) difficulty)
Put five points into each of the tinker-crafting talents as any mage class.By Haledogund the Whitehoof Archmage level 50
32nd Destruction 124th year of Ascendancy at 23:24 see stats
The Dead God Rests (Nightmare (Roguelike) difficulty)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Haledogund the Whitehoof Archmage level 50
21st Retaking 125th year of Ascendancy at 17:47 see stats
The High Lady's Destiny (Finale) (Nightmare (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Haledogund the Whitehoof Archmage level 42
45th Loss 124th year of Ascendancy at 23:45 see stats
This will make a big Omelette! (Nightmare (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Haledogund the Whitehoof Archmage level 16
3rd Revenge 124th year of Ascendancy at 13:41 see stats
To the Bitter End (Nightmare (Roguelike) difficulty)
You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By Haledogund the Whitehoof Archmage level 50
22nd Retaking 125th year of Ascendancy at 00:08 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Haledogund the Whitehoof Archmage level 40
25th Loss 124th year of Ascendancy at 13:34 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Haledogund the Whitehoof Archmage level 28
49th Revenge 124th year of Ascendancy at 04:45 see stats
True Savior (Nightmare (Roguelike) difficulty)
Freed all the Orc Prides without killing a single mind-controlled orc.By Haledogund the Whitehoof Archmage level 33
31st Dearth 124th year of Ascendancy at 02:06 see stats
Log
Saving game...
Saving done.
You transfer Steam Powered Boots (8 def, 15 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Eye of the Lost (17-19 power, 27 apr, mind damage) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Cloak of Daggers (10 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Nimbus of Enlightenment (7 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
--------------------------------
Haledogund drops on the floor: Glacia.
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Haledogund drops on the floor: Stimulus.
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Haledogund drops on the floor: Qog's Essentials.
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Galen's Flowing Robe activates and resets Haledogund's Disruption Shield cooldown!







































































































































































