
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Orc |
| Class | Annihilator |
| Level / Exp | 50 / 2057% |
| Size | medium |
| Lifes / Deaths | Killed by Layomira the Guardian at level 37 on the 10th Loss 124th year of Ascendancy at 14:11 5 / 2Killed by High Sun Paladin Aeryn at level 41 on the 19th Loss 124th year of Ascendancy at 06:40 |
Primary Stats
| Strength | 66 (base 45) |
| Dexterity | 99 (base 60) |
| Constitution | 50 (base 44) |
| Magic | 16 (base 10) |
| Willpower | 35 (base 10) |
| Cunning | 88 (base 60) |
Resources
| Life | 1193/1193 |
| Stamina | 300/300 |
| Steam | 121/121 |
| Healing Factor | 1.2786847857243 |
| Regeneration | 13.106519053674 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 42 |
| See Invisible | 32 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 101 |
| Accuracy | 79 |
| Crit Chance | 53% |
| APR | 21 |
| Speed | 1.50 |
Offense: Spell
| Spellpower | 75 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 75 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +48% |
| Blight | +48% |
| Arcane | +75% |
| Cold | +64% |
| All | +23% |
| Darkness | +36% |
| Light | +43% |
| Temporal | +70% |
| Physical | +79% |
| Lightning | +64% |
| Fire | +99% |
| Nature | +48% |
Offense: Damage Penetration
| Arcane | +22% |
| Physical | +27% |
| All | +12% |
Defense: Base
| Armour (hardiness) | 35 (53.292302510663%) |
| Defense | 67 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 30 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Blight | + 52%( 70%) |
| Arcane | + 58%( 70%) |
| Cold | + 52%( 70%) |
| All | + 43%( 70%) |
| Physical | + 58%( 70%) |
| Lightning | + 52%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 60%( 70%) |
| Mind | + 70%( 70%) |
| Darkness | + 52%( 70%) |
| Fire | + 69%( 70%) |
| Nature | + 52%( 70%) |
Defense: Immunities
| Pinning Resistance | 75% |
| Confusion Resistance | 20% |
| Poison Resistance | 70% |
| Blind Resistance | 100% |
| Silence Resistance | 30% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.9 steam per turn. Can be activated for an instant burst of 70 steam. |
| 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 170% efficiency and cooldown mod of 60%. Its effects scale with your Constitution 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 167% efficiency and cooldown mod of 66%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.9 steam per turn. Can be activated for an instant burst of 79 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemical warfare | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Artillery | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Steamtech / Heavy weapons | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Turrets | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 4/5 |
| 2/5 |
| 3/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Miasma Engine |
| talent | Trained Reactions |
| talent | Exoskeleton |
| talent | Rocket Pod |
| talent | Incendiary Grenade |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | Storing damage to unleash as a powerful lightning bolt (379/379). Capacitor Discharge |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 45% and triggers a radius 9 conal explosion dealing 35% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
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 |
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! | active |
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 | Anti-Gravity Boots (9 def, 9 armour) 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +6 Str +5 Dex dps ---------- Steampwr +3 (+0 eff.) Dmg.mod +10% fire ----- def ----- Armour +9 Defense +9 (+2 eff.) Fatigue +8% Resists +10% fire Phys.save +17 (+5 eff.) Pinning- +75% Knockbk- +25% Teleport- +100% These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (164 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (277 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 12 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Quiver | psychokinetic pouch of voratun shots of grasping (19/19, 53-64 power, 6 apr) 3.0 T5 shot ammo [Ego++] Nature/Psionic Power 53.0 - 63.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 19 Ranged+ +35 physical On Hit: * 20% chance to create vines that bind the target to the ground dealing 281 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 281 physical damage While equipped: ---------- misc Talents +3 Magnetic Shell Shots are used with slings to pummel your foes to death. |
| Light source | nightwalker's dwarven lantern of the moons 1.0 T5 lite [Ego++] Arcane/Nature While equipped: Stats +6 Wil dps ---------- Phys.crit +6.0% Crit.mult +18.00% Phys.pwr +9 (+2 eff.) Dmg.mod +13% darkness +20% light ----- def ----- Resists +13% light Affinity +5% darkness ---------- misc Light +10 Infravis +5 See.Stealth +10 Moonlight Ray: Puts all charms on 6 cooldown Level 5.5 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 314.29 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (17 def, 0 armour) 2.0 T5 head armor [Unique] Master While equipped: Stats +14 Cun +20 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +17 (+4 eff.) Resists +35% mind Mind.save +23 (+8 eff.) Blind- +100% ---------- misc Talents +4 Arcane Disruption Wave Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| Tool | Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+2 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 6.5 Pwr.cost 10 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| 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" |
| On fingers | Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+5 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 6.1 Pwr.cost 4 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 429.16 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| Around waist | Girdle of Preservation |
| In main hand | Annihilator 4.0 T5 steamgun 2H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 67% Dmg.mult 100% Range +8 Proj.spd +600% On Hit: * 50% chance to reload 1 ammo * flashes light on your target dealing 162 damage Uses 1.0 Steam While equipped: dps ---------- Crit.mult +15.00% Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
| On hands | Steam Powered Gauntlets (0 def, 14 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +14 Disarm- +150% ---------- misc 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 | Galen's Flowing Robe (0 def, 0 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+8 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% ---------- 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 | Liquid Metal Cloak (23 def, 12 armour) 2.0 T5 cloak armor [Unique] Steamtech While equipped: ----- def ----- Armour +12 Defense +23 (+6 eff.) Resists +15% physical +20% light +20% fire Phys.save +45 (+12 eff.) ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 3.0 Pwr.cost 39 out of 60/60. Range melee/personal Travel.spd instantaneous Is a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 135 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
| 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 (+9 eff.) Mind.pwr +40 (+9 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Inventory
steam generator implant (steam 12)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 62 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 530; dur 6; 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 create a protective shield absorbing at most 530 damage for 6 turns. 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. |
schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Blackseam the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +10% darkness +10% nature Melee Ret 10 fire ----- def ----- Resists +6% darkness +10% physical ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Grineregomnir the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +8 Lck +6 Dex dps ---------- Phys.pwr +15 (+3 eff.) Acc +33 (+7 eff.) ----- def ----- Defense +21 (+5 eff.) Phys.save +6 (+2 eff.) Unseen.red 14% ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+1 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? |
Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 2.5 Pwr.cost 32 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
archmage's gold amulet of magic (+7)0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +7 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +5% acid +5% fire +6% cold +5% lightning Amulets make your neck look great! |
archmage's voratun amulet of mastery (0.40 Technique / Combat training)0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +6% acid +7% fire +6% cold +6% lightning ---------- misc Masteries +0.40 Technique/Combat training Amulets make your neck look great! |
grounding voratun amulet of vision0.1 T5 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +25% lightning Blind- +27% Stun/Frz- +41% ---------- misc Infravis +9 Sight +2 See.Invis +13 Amulets make your neck look great! |
insulating gold amulet of healing0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +17% fire +12% cold Heal.mod +16% Cut- +50% Heal: Puts all charms on 23 cooldown Level 2.5 Pwr.cost 23 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 412 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
voratun amulet 'Gloryrathra'0.1 T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Crit.mult +5.00% Mind.pwr +15 (+4 eff.) S.pwr/crit +6 Dmg.mod +9% arcane Melee Ret 6 blight ----- def ----- Resists +6% blight +30% darkness +30% mind +23% light Mind.save +13 (+4 eff.) Blind- +46% Confus- +65% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Vim/s.crit +2.40 Amulets make your neck look great! |
Blazepride the steel ring =acid=0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +27% acid Res.pen +25% light ----- def ----- Armour +8 Resists +6% light +6% acid Rings make your fingers look great! |
Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 218.51 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 21 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Gachik the Noondare0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +18% light Res.pen +25% light Melee Ret 10 acid ----- def ----- Resists +12% acid +12% mind Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Die.at -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. |
Splendourblack =phys=0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Mag dps ---------- Spell.crit +7% S.pwr/crit +4 Dmg.mod +12% arcane +15% physical ----- def ----- Resists +9% light +15% physical ---------- misc Light +2 Rings make your fingers look great! |
conjurer's voratun ring of luminosity0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +13 Mag +7 Wil dps ---------- Spell.pwr +14 (+4 eff.) Melee+ 40 light Ranged+ 25 light Dmg.mod +20% light Rings make your fingers look great! |
gold ring of perseverance =stunres=0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +3.00 Stun/Frz- +30% Rings make your fingers look great! |
painweaver's voratun ring of misery0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +10 Cun dps ---------- Phys.pwr +17 (+3 eff.) Spell.pwr +17 (+5 eff.) Mind.pwr +17 (+4 eff.) Melee+ 29 physical Ranged+ 35 physical Dmg.mod +7% all On Hit (Melee): * 17% chance to reduce all saves and defense by 41 On Hit (Ranged): * 19% chance to reduce all saves and defense by 41 ---------- misc Hate/m.crit +3.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 13 cooldown Level 3.5 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
pixie's voratun ring of warding0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +7 Cun +7 Mag dps ---------- Spell.pwr +11 (+3 eff.) ----- def ----- Resists +30% acid +28% fire +22% lightning +24% cold Rings make your fingers look great! |
psionicist's voratun ring of the mountain (+18%)0.1 T5 ring jewelry [Ego] Nature/Psionic While equipped: Stats +8 Wil dps ---------- Dmg.mod +18% physical ----- def ----- Resists +18% physical Mind.save +16 (+5 eff.) Rings make your fingers look great! |
savage's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Con ----- def ----- Spell.save +15 (+8 eff.) Max.HP +97.00 HP.reg +17.00 Heal.mod +17% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
solipsist's stralite ring of time (+14%)0.1 T4 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +14% temporal ----- def ----- Resists +14% temporal Rings make your fingers look great! |
voratun ring 'Gloombrace'0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +6 Wil +6 Cun dps ---------- Phys.pwr +13 (+3 eff.) Spell.pwr +19 (+5 eff.) Mind.pwr +25 (+6 eff.) Dmg.mod +18% darkness +7% all Res.pen +10% arcane Melee Ret 6 darkness Rings make your fingers look great! |
wizard's steel ring of the mind (+12%)0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind Spell.save +4 (+2 eff.) Rings make your fingers look great! |
Smolderstun4.0 T4 steamgun 1H weapon [Random Unique] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +16 fire Uses 2.0 Steam While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +3.0% Steampwr +9 (+2 eff.) Dmg.mod +6% fire Acc +10 (+2 eff.) ----- def ----- Resists +6% darkness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
The Long-Arm4.0 T5 steamgun 2H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +25 Atk.spd 67% Dmg.mult 250% Range +10 Proj.spd +600% Shots beam through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 13 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
caustic voratun steamgun of recursion4.0 T5 steamgun 1H weapon [Ego++] Arcane/Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +44 acid +40 nature On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Res.pen +17% acid +15% nature Apr +15 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Betarabeth =stunres=1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Cun +7 Lck dps ---------- Melee Ret 4 mind ----- def ----- Resists +3% blight Stealth +7 HP.reg +4.00 Heal.mod +20% Disarm- +20% Stun/Frz- +20% ---------- misc T.Disarm +10 Infravis +4 A belt that goes around your waist. |
hardened leather belt 'Duskquell'1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +8.0% Mind.crit +8% Dmg.mod +15% darkness +6% mind Res.pen +25% darkness ----- def ----- Resists +15% acid +6% mind A belt that goes around your waist. |
ravager's drakeskin leather belt of recklessness1.0 T5 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +13.00% Phys.pwr +6 (+1 eff.) Dmg.mod +18% physical Res.pen +19% physical A belt that goes around your waist. |
reinforced drakeskin leather belt of recklessness1.0 T5 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +10 Defense +9 (+2 eff.) Phys.save +15 (+4 eff.) A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 4.5 Pwr.cost 7 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 88 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Smolderradiance the cashmere cloak (9 def, 5 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Armour +5 Defense +9 (+2 eff.) Resists +12% acid +9% cold +6% lightning Crit.chn- 15.00% Phys.save +13 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +16 (+5 eff.) HP.reg +2.00 Blind- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerydhevea the Prismbender (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +2 Mag +2 Wil +3 Con dps ---------- Dmg.mod +11% darkness +15% lightning Res.pen +11% darkness ----- def ----- Defense +3 (+1 eff.) Resists +15% darkness +9% light Phys.save +10 (+3 eff.) Stealth +20 Max.HP +76.00 ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Obsidianmoon of the Blightspawn (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature While equipped: Stats +6 Str +6 Mag +6 Wil +6 Con dps ---------- Dmg.mod +33% lightning +17% physical +19% nature +14% cold On Melee Ret: * 23% chance to reduce strength, dexterity, and constitution by 33 * 28% chance to reduce damage dealt by 33% ----- def ----- Resists +38% lightning +19% cold +12% fire +11% all Spell.save +9 (+5 eff.) Heal.mod +20% Poison- +36% Disease- +38% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sewerwilter (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +5 Str +2 Dex +16 Mag +21 Wil dps ---------- Spell.crit +11% Spell.pwr +36 (+8 eff.) S.pwr/crit +7 Dmg.mod +55% temporal +59% arcane +6% nature Res.pen +5% nature +15% cold On Hit (Melee): * 20% chance to slow global speed by 70% ----- def ----- Resists +15% all Silence- +50% ---------- misc Max.mana +186.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Hands of Creation (0 def, 10 armour)1.5 T5 hands armor [Unique] Steamtech While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +20 (+4 eff.) Steampwr +20 (+4 eff.) Res.pen +20% physical +20% fire ----- def ----- Armour +10 ---------- misc Max.enc +20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On landing any melee attack, release a fiery shockwave, dealing fire and physical damage each equal to your steampower in a cone from the target of radius 3. From your hands have been wrought incredible works. Your works have been forged in fire, and so have you. |
drakeskin leather gloves 'Zanoregorn' (0 def, 17 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +5 Str +5 Dex +5 Cun dps ---------- Spell.crit +5% Phys.pwr +15 (+3 eff.) Spell.pwr +25 (+6 eff.) Res.pen +25% physical ----- def ----- Armour +17 Phys.save +15 (+4 eff.) ---------- misc Mana/s.crit +2.00 Light +3 Cooldown Double Strike -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. |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+4 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Samiharadar the Blazevenom (3 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +6 Cun dps ---------- Dmg.mod +20% physical On Hit (Melee): * 20% chance to slow global speed by 70% ----- def ----- Defense +3 (+1 eff.) Resists +24% lightning +20% physical +15% light +6% temporal +9% darkness A pointy cloth hat, very wizardly... |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
warlord's hardened leather cap of precognition (6 def, 3 armour)2.0 T3 head armor [Ego++] Nature While equipped: Stats +5 Str +4 Wil +4 Cun dps ---------- Phys.pwr +8 (+2 eff.) Acc +7 (+2 eff.) On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+1 eff.) Fatigue +3% Resists +8% physical Phys.save +8 (+2 eff.) A cap made of leather. |
Anokan the Root's kiss (27 def, 12 armour)9.0 T5 light armor [Random Unique] Arcane/Master While equipped: Stats +6 Cun +7 Dex dps ---------- Melee+ 13 acid 15 fire Dmg.mod +6% nature Melee Ret 13 acid 12 fire On Hit (Melee): * 20% chance to slow global speed by 70% ----- def ----- Armour +12 Defense +27 (+7 eff.) Fatigue +8% Resists +21% acid +5% arcane +27% fire +9% nature +22% cold A suit of armour made of leather. |
reinforced voratun shield of resistance (0 def, 19 armour, 64-76 power, 251 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 63.5 - 76.2 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +251 While equipped: ----- def ----- Armour +19 Fatigue +8% Resists +11% acid +13% fire +12% lightning +11% cold ---------- misc Talents +1 Block Handheld deflection devices. |
voratun shield 'Runilegrim' (0 def, 16 armour, 73-88 power, 209 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 73.0 - 87.6 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +209 On Hit: * Deal physical damage equal to your armor (35) While equipped: dps ---------- Spell.crit +3% Melee+ 18 cold Dmg.mod +6% arcane Melee Ret 10 ice ----- def ----- Armour +16 Fatigue +8% Resists +23% cold Spell.save +12 (+6 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
voratun shield of patience (0 def, 10 armour, 68-82 power, 212.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 68.0 - 81.6 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +212 While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +14% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 20 cooldown Level 5.5 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (497) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
204 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
36 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. |
5 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. |
42 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Duathelwind of the Blightspawn (dig speed 9 turns)3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Dex +11 Wil -11 Cun dps ---------- Crit.mult +14.00% Phys.pwr +15 (+3 eff.) Mov.spd +10% Dmg.mod +8% nature +9% light Apr +7 Melee Ret 8 blight 4 light ----- def ----- Resists +14% nature ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hadunavon the dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +9 Dex dps ---------- Crit.mult +15.00% Phys.pwr +6 (+1 eff.) Mind.pwr +20 (+5 eff.) Mov.spd +10% ----- def ----- Phys.save +9 (+3 eff.) ---------- misc Max.hate +4.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 52 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
42 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. |
5 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Betynn the alchemist's lamp1.0 T3 lite [Random Unique] Arcane/Psionic While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +3% physical +7% light Apr +1 ----- def ----- Resists +5% temporal +7% darkness +7% cold Affinity +5% light Mind.save +8 (+3 eff.) Def/telep +10 Res/telep +13% Dur/telep +15% ---------- misc Max.stam +30.00 Light +5 See.Stealth +5 See.Invis +11 Sun Flare: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 30/30. Range melee/personal 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 324.64 light damage. At talent level 3 you gain 43% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
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. |
4 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. |
7 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. |
42 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 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 130 power out of 363/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 41] amazing fiery salve [power 41]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 167% efficiency and 66% cooldown modifier. Remove 3 magical effects and grants a fiery aura (41% fire, light and lightning affinity) Puts Talent Medical Injector on 16 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 41] amazing frost salve [power 41]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 167% efficiency and 66% cooldown modifier. Remove 3 physical effects and grants a frost aura (41% cold, darkness and nature affinity) Puts Talent Medical Injector on 16 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 590] amazing healing salve [power 590]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 167% efficiency and 66% cooldown modifier. Heal 590 Puts Talent Medical Injector on 10 cooldown Medical salve. |
amazing pain suppressor salve [power 517] amazing pain suppressor salve [power 517]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 167% efficiency and 66% cooldown modifier. Let you fight up to -517 life and reduces all damage by 29% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 7 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 164] amazing unstoppable force salve [power 164]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 167% efficiency and 66% cooldown modifier. Increases all saves by 164 and healing factor by half Puts Talent Medical Injector on 12 cooldown Activation is instant. Medical salve. |
amazing water salve [power 41] amazing water salve [power 41]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 167% efficiency and 66% cooldown modifier. Remove 3 mental effects and grants a water aura (41% blight, mind and acid affinity). Puts Talent Medical Injector on 16 cooldown Activation is instant. Medical salve. |
Balancenull the pouch of stralite shots (20/20, 44-53 power, 5 apr)3.0 T4 shot ammo [Rare] Arcane Power 44.0 - 52.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 20 Ranged+ +16 temporal +20 darkness On Hit.r1 +16 nature On Crit.r2 +20 nature On Hit: * 20% chance to slow global speed by 70% * 11% chance to gain 10% of a turn (3/turn limit) While equipped: Shots are used with slings to pummel your foes to death. |
Emamira (22/22, 41-49 power, 5 apr)3.0 T4 shot ammo [Rare] Nature Power 41.0 - 49.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 22 Ranged+ +24 fire +20 temporal +20 arcane On Hit.r1 +20 arcane On Crit.r2 +20 arcane +13 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
Scattermind (11/20, 17-20 power, 7 apr)3.0 T3 shot ammo [Unique] Nature/Psionic Power 17.0 - 20.4 Mind Uses 60% Cun, 60% Dex Acc+ +0.2% base dam (max 20%) Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
Thundercrack (16/16, 35-42 power, 8 apr)3.0 T5 shot ammo [Unique] Arcane/Steamtech Power 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
barbed pouch of stralite shots of crippling (22/22, 54-64 power, 5 apr)3.0 T4 shot ammo [Ego++] Master Power 53.5 - 64.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +24.5% Capacity 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
high-capacity pouch of voratun shots of grasping (32/48, 52-63 power, 6 apr)3.0 T5 shot ammo [Ego+] Nature/Master Power 52.5 - 63.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 48 On Hit: * 20% chance to create vines that bind the target to the ground dealing 281 nature damage and pinning them for 3 turns While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots of disruption (11/24, 46-55 power, 5 apr)3.0 T4 shot ammo [Ego++] Disrupt/Psionic Power 45.5 - 54.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 24 Ranged+ +13 physical Against +11% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% * 20% chance to knock the target back 3 spaces and deal 281 physical damage Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots (12/19, 57-68 power, 6 apr)3.0 T5 shot ammo [Ego+] Psionic Power 57.0 - 68.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 19 Ranged+ +25 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 281 physical damage Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of annihilation (19/19, 63-76 power, 18 apr)3.0 T5 shot ammo [Ego++] Master/Psionic Power 63.0 - 75.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +18 Crit +18.0% Capacity 19 Proj.spd +200% Ranged+ +30 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 281 physical damage Shots are used with slings to pummel your foes to death. |
sentry's pouch of voratun shots of torment (48/48, 66-80 power, 18 apr)3.0 T5 shot ammo [Ego++] Arcane/Psionic Power 66.5 - 79.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +18 Crit +7.0% Capacity 48 Rld cld 4 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
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. |
mastercraft black light emitter0.0 T4 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +20% darkness ---------- misc Light -4 Infravis +8 See.Invis +8 Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
overpowered voratun torque of mindblast [power 720] (15 cooldown)2.0 T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 886 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
piercing stralite torque of clear mind [power 3] (16 cooldown)2.0 T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 16 cooldown 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing voratun torque of psionic shield [power 157] (16 cooldown)2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 157 for 5 turns Puts all charms on 16 cooldown 100% to heal for 83. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psionic shield [power 97] (16 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 97 for 5 turns Puts all charms on 16 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged stralite torque of mindblast [power 410] (12 cooldown)2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 504 mind damage and silencing them for 4 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
Eilinidherin the Cobravagrant [power 365] (16 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +12% acid Res.pen +15% nature Melee Ret 10 acid ----- def ----- Resists +15% acid +3% physical Phys.save +18 (+5 eff.) Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1050 Base Damage: 445 Armor: 40 All Resist: 40 Puts all charms on 16 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
12 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. |
Polena the yew wand of shielding [power 320] (13 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +6% temporal Melee Ret 4 temporal ----- def ----- Resists +6% mind +12% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 See.Invis +21 Create a shield absorbing up to 320 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown 100% to heal for 71. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 197.20 temporal and 157.76 darkness damage (based on Magic). Uses 13 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 20 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. |
7 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. |
8 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 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. |
46 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 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Nabork the Orc Annihilator level 17
35th Revenge 124th year of Ascendancy at 10:14 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Nabork the Orc Annihilator level 14
48th Retaking 124th year of Ascendancy at 22:39 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Nabork the Orc Annihilator level 33
9th Dearth 124th year of Ascendancy at 11:14 see stats
I did not want that! (Nightmare (Adventure) difficulty)
Tricked Nektosh into killing one of his own people.By Nabork the Orc Annihilator level 30
49th Pain 124th year of Ascendancy at 07:15 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Nabork the Orc Annihilator level 10
35th Retaking 124th year of Ascendancy at 12:49 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Nabork the Orc Annihilator level 20
43rd Revenge 124th year of Ascendancy at 05:04 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Nabork the Orc Annihilator level 30
48th Pain 124th year of Ascendancy at 18:59 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Nabork the Orc Annihilator level 40
17th Loss 124th year of Ascendancy at 17:54 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Nabork the Orc Annihilator level 50
5th Destruction 124th year of Ascendancy at 10:47 see stats
One Ill Turn Deserves Another (Nightmare (Adventure) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Nabork the Orc Annihilator level 50
48th Remembrance 125th year of Ascendancy at 17:40 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Nabork the Orc Annihilator level 34
10th Dearth 124th year of Ascendancy at 04:16 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Nabork the Orc Annihilator level 44
40th Loss 124th year of Ascendancy at 16:56 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Nabork the Orc Annihilator level 33
9th Dearth 124th year of Ascendancy at 11:36 see stats
The Dead God Rests (Nightmare (Adventure) difficulty)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Nabork the Orc Annihilator level 50
6th Retaking 125th year of Ascendancy at 15:49 see stats
The High Lady's Destiny (Finale) (Nightmare (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Nabork the Orc Annihilator level 41
19th Loss 124th year of Ascendancy at 10:17 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Nabork the Orc Annihilator level 46
49th Loss 124th year of Ascendancy at 04:10 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Nabork the Orc Annihilator level 50
27th Destruction 124th year of Ascendancy at 17:53 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Nabork the Orc Annihilator level 24
13rd Pain 124th year of Ascendancy at 13:06 see stats
To the Bitter End (Nightmare (Adventure) difficulty)
You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By Nabork the Orc Annihilator level 50
7th Retaking 125th year of Ascendancy at 00:04 see stats
Total Annihilation: Redundancy (Nightmare (Adventure) difficulty)
Wield the Annihilator as an Annihilator.By Nabork the Orc Annihilator level 50
14th Remembrance 125th year of Ascendancy at 22:35 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Nabork the Orc Annihilator level 44
40th Loss 124th year of Ascendancy at 12:53 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Nabork the Orc Annihilator level 20
43rd Revenge 124th year of Ascendancy at 08:25 see stats
Log
Today is the 12nd Retaking of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 11:45.
Today is the 13rd Retaking of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
Talent Magnetic Shell is ready to use.
























































































































































