












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.7.4Official 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.
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:
Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Free Respec But only stats and talents 1.7.4Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats and talents freely at any time. based on Free Respec by youhei, which is based on Full Respecialization by Time to Die. Weight: 100 Superload: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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: |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Annihilator |
| Level / Exp | 50 / 3558% |
| Size | big |
| Lifes / Deaths | Killed by luminous horror at level 27 on the 47th Loss 124th year of Ascendancy at 03:36 4 / 4Killed by luminous horror at level 40 on the 12nd Remembrance 125th year of Ascendancy at 21:58 Killed by Isleyalle the orc master assassin at level 50 on the 9th Dearth 125th year of Ascendancy at 09:16 Killed by Minotaurus at level 50 on the 9th Dearth 125th year of Ascendancy at 09:21 |
Primary Stats
| Strength | 54 (base 10) |
| Dexterity | 100 (base 60) |
| Constitution | 49 (base 35) |
| Magic | 74 (base 60) |
| Willpower | 21 (base 10) |
| Cunning | 98 (base 60) |
Resources
| Life | 1301/1301 |
| Psi | 111/111 |
| Steam | 115/115 |
| Healing Factor | 1.2732873839943 |
| Regeneration | 13.051195685942 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 11 |
| Infravision | 14 |
| See Stealth | 112 |
| See Invisible | 102 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 156 |
| Accuracy | 56 |
| Crit Chance | 70% |
| APR | 29 |
| Speed | 1.50 |
Offense: Spell
| Spellpower | 82 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 75 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +43% |
| Light | +63% |
| Blight | +43% |
| Nature | +43% |
| Fire | +53% |
| All | +18% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 80.139431127222 (93.292586063405%) |
| Defense | 70 |
| Ranged Defense | 70 |
| Fatigue | 30 |
| Physical Save | 62 |
| Spell Save | 37 |
| Mental Save | 48 |
Defense: Resistances
| Lightning | + 70%( 70%) |
| Light | + 55%( 80%) |
| Darkness | + 55%( 70%) |
| Mind | + 68%( 70%) |
| All | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 40% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.6 steam per turn. Can be activated for an instant burst of 73 steam. Its effects scale with your Cunning 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 172% efficiency and cooldown mod of 59%. 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 181% efficiency and cooldown mod of 68%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.0 steam per turn. Can be activated for an instant burst of 70 steam. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Heavy weapons | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Race / Whitehooves | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The 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 |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 75): Exterminator | failed |
Wake up and kill the dreaming horror boss 'Eilinodhewe the dreaming horror'. Infinite Dungeon Challenge (Level 77): Dream HunterYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 79): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 | Steam Powered Boots (8 def, 15 armour) 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Physical save +15 (+4 eff.) Pinning Resist +125% Knockbk Resist +25% Teleport Resist +100% Generate 7 steam each time you walk. Boots. But with steam power! |
| Quiver | Tempestknight (22/24, 65-78 power, 6 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Nature/Master Weapon Damage 65.0 - 78.0 Physical Uses 50% Cun, 50% Mag, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +31.0% Capacity 24 On-ranged-hit +43 lightning +20 arcane On-Hit, radius 1 +20 arcane +8 lightning On-crit, radius 2 +13 lightning On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 410 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Camihek 1.0 Encumbrance T5 lite [Rare] Psionic While equipped: Stats +9 Dex +3 Con offense ------ Physical Power +15 (+3 eff.) Damage +0% darkness +20% light Ignore Armor +11 defense ------ Mind save +13 (+4 eff.) Unlife -60.00 life other ------- Light +10 See Stealth +35 See Invisibility +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +100% other ------- Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Blind-Fight: No penalty when attacking invisible/stealthed A Helmet. But with steam power! |
| Tool | Fortune's Eye2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+4 eff.) Ignore Armor +12 defense ------ Defense +12 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 3.1 Power cost 18 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | Mnemonic0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+3 eff.) defense ------ Resistance +25% mind Mind save +20 (+7 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 4.2 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
| On fingers | Ring of Lost Love0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck offense ------ Damage +10% all defense ------ Resistance +25% mind +10% all other ------- Telepathy Humanoid Giant Telepath range +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around waist | monstrous drakeskin leather belt of burglary |
| In main hand | The Long-Arm 4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% Damage Against +0% Undead +0% Demon +0% Horror On Hit: * flashes light on your target dealing 170 damage Shoots beams through all targets. Uses 6.0 Steam While equipped: offense ------ Critical power +15.00% Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 13/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +100% other ------- Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Main armor | Steam Powered Armour (23 def, 25 armour) 22.0 Encumbrance T5 massive armor Reqs - Massive armour training Str 60 [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +9 Str +6 Dex offense ------ Physical Power +22 (+4 eff.) Steampower +22 (+4 eff.) defense ------ Armor +25 Defense +23 (+6 eff.) Fatigue +12% Resistance +25% lightning Physical save +55 (+14 eff.) Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% Stun Resist +50% other ------- Max steam +15.00 Talents +5 Steam Powered Armour Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
| Cloak | Radiance (15 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ Spellpower +20 (+4 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+4 eff.) Resistance +30% lightning +30% light +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial Stun Resist +50% This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| Around neck | Gardanion, the Light of God0.1 Encumbrance T5 amulet jewelry [Unique] Unknown While equipped: offense ------ Physical Power +40 (+6 eff.) Steampower +40 (+7 eff.) Spellpower +40 (+8 eff.) Mindpower +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
medical injector implant of the duelist (efficiency 180% / cooldown 54%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 180% efficiency and cooldown mod of 54%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Prismatic Rune (6 turns; temporal, light, blight, physical, nature, mind)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 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: 4 temporal, 3 light, 5 blight, 4 physical, 3 nature, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Barethel0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +13 Dex offense ------ Physical Crit +2.0% Physical Power +15 (+3 eff.) Ignore Armor +10 defense ------ Defense +15 (+4 eff.) Physical save +15 (+4 eff.) Amulets make your neck look great! |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Frost Lord's Chain0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+2 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- 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. |
Getehad the Kindlebringer0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +8 Dex offense ------ Mindpower +15 (+4 eff.) Damage +15% fire Ignore resists +25% mind When Hit 6 fire defense ------ Mind save +9 (+3 eff.) other ------- Max psi +50.00 Amulets make your neck look great! |
Unflinching Eye0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 3.5 Power cost 60 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
insulating voratun amulet of vision0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +26% fire +23% cold Blind Resist +39% other ------- Infravision +7 Sight +2 See Invisibility +8 Amulets make your neck look great! |
savior's voratun amulet of healing0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Physical save +18 (+5 eff.) Spell save +18 (+7 eff.) Mind save +20 (+7 eff.) Healmod +25% Cut Resist +60% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 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! |
savior's voratun amulet of vision0.1 Encumbrance T5 amulet jewelry [Ego++] Nature/Master While equipped: defense ------ Physical save +22 (+6 eff.) Spell save +15 (+6 eff.) Mind save +11 (+4 eff.) Blind Resist +25% other ------- Infravision +6 Sight +2 See Invisibility +8 Amulets make your neck look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +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. |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +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. |
Seartouch the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +12% fire defense ------ Spell save +12 (+5 eff.) Mind save +13 (+4 eff.) Confus Resist +44% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +3 See Invisibility +21 Rings make your fingers look great! |
Tidenull the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +5 Mag +2 Wil +2 Cun offense ------ When Hit 8 blight 6 cold defense ------ Resistance +15% blight +12% cold Mind save +12 (+4 eff.) Confus Resist +44% Rings make your fingers look great! |
Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +7 Cun offense ------ Damage +24% lightning +3% fire +19% nature When Hit 2 blight 2 fire defense ------ Defense +14 (+4 eff.) Resistance +45% lightning +15% fire +38% nature 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? |
painweaver's stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Physical Power +11 (+2 eff.) Spellpower +10 (+2 eff.) Mindpower +11 (+3 eff.) Damage +7% all defense ------ Life +61.00 Life Regen +11.00 Healmod +14% Rings make your fingers look great! |
painweaver's voratun ring of speed0.1 Encumbrance T5 ring jewelry [Ego++] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Spellpower +14 (+3 eff.) Mindpower +12 (+3 eff.) Move Speed +19% Damage +6% all Accuracy +11 (+4 eff.) defense ------ Defense +14 (+4 eff.) Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 4.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
sneakthief's voratun ring of warding0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +8 Cun +4 Dex offense ------ Accuracy +15 (+5 eff.) defense ------ Resistance +26% acid +22% fire +26% lightning +22% cold Rings make your fingers look great! |
sneakthief's voratun ring of warding0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +10 Cun +7 Dex offense ------ Accuracy +10 (+3 eff.) defense ------ Resistance +21% acid +27% fire +25% lightning +10% cold Rings make your fingers look great! |
stralite ring 'Zubyrita'0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Mindpower +25 (+6 eff.) Damage +30% mind +18% fire Ignore resists +25% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 41 defense ------ Resistance +3% mind +36% fire other ------- Max psi +50.50 Rings make your fingers look great! |
warrior's stralite ring of warding0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Str defense ------ Armor +4 Resistance +17% acid +18% fire +18% lightning +14% cold Rings make your fingers look great! |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 68.0 - 102.0 Physical Uses 50% Mag, 130% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +2 Dex +2 Con offense ------ Damage +10% physical defense ------ Armor +6 Defense +6 (+2 eff.) Stun Resist +30% Knockbk Resist +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
enhanced voratun greatmaul (66-98 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Ego+] Nature Weapon Damage 65.5 - 98.2 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +12 Str +16 Dex +17 Mag +13 Wil +13 Cun +12 Con Massive two-handed mauls. |
keeper's yew longbow of recursion4.0 Encumbrance T3 longbow 2H weapon [Ego++] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On Hit: 10% Shoot level 1 While equipped: offense ------ Damage +21% physical +21% temporal Ignore resists +12% physical +17% temporal other ------- Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
The Shotgonne9.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Damage Multiplier 125% Range +6 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt 'Chaliharavor'1.0 Encumbrance T3 belt armor [Rare] Disrupt While equipped: Stats +5 Con offense ------ Physical Crit +8.0% defense ------ Resistance +10% acid +6% cold +10% blight Spell save +6 (+3 eff.) A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+1 eff.) defense ------ Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 221 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Cloth of Dreams (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+3 eff.) Resistance +15% mind +0% lightning Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 4.5 Power cost 10 out of 25/25. Range 7 Cooldown: 8 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. |
Guise of the Hated (14 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun offense ------ Physical Crit +10.0% Mind Crit +10% Mindpower +20 (+5 eff.) On-Hit 30 mind 30 darkness Damage +4% all When Hit 30 mind 30 darkness defense ------ Defense +14 (+4 eff.) Resistance +10% darkness +10% mind Mind save +10 (+3 eff.) Stealth +12 other ------- Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness level 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+2 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+4 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Galen's Flowing Robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+7 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 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! |
Rags of the Sanctuary of Linaniil (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +16 (+3 eff.) defense ------ Resistance +7% all other ------- Mana/turn +0.11 Max mana +48.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +7 (+2 eff.) Damage +17% acid +12% physical +12% cold +11% mind +17% fire Ignore resists +10% mind defense ------ Resistance +16% acid +15% physical +13% fire +14% cold +11% all other ------- Psi/turn +0.33 Max psi +19.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +9% acid +11% physical +16% fire +8% cold defense ------ Resistance +11% acid +15% physical +18% fire +14% cold +13% all other ------- Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's Rags of the Sanctuary (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +2 Cun offense ------ Spell Crit +6% Spellpower +6 (+1 eff.) Damage +9% light +10% darkness defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour)3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% 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 (138 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (233 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 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. |
Cinderfeet (3 def, 5 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Damage +18% fire defense ------ Armor +5 Defense +3 (+1 eff.) Fatigue +6% Resistance +20% cold other ------- Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 125 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Spellhunt Remnants (6 def, 8 armour)1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+3 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+2 eff.) Spell save +15 (+6 eff.) Life +100.00 other ------- Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 206.50 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Bokusta the Jetpython (5 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Critical power +10.00% Ignore resists +5% physical +10% darkness +15% fire When Hit 8 physical defense ------ Armor +3 Defense +5 (+1 eff.) Fatigue +3% Physical save +12 (+3 eff.) A hat made of leather. Very stylish. |
Brass Goggles (10 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+6 eff.) Ignore Armor +15 defense ------ Defense +10 (+3 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +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 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-1 eff.) Spellpower -10 (-2 eff.) Mindpower -10 (-2 eff.) defense ------ Defense -10 (-2 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +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. |
Helm of Knowledge (0 def, 12 armour)3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil defense ------ Armor +12 Fatigue +8% Resistance +15% light +15% mind +10% arcane Life Regen +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
The Cage (0 def, 0 armour)1.0 Encumbrance T3 head armor [Unique] Psionic While equipped: offense ------ Global Speed -25% defense ------ Resistance +30% mind +10% all Max Resistance +30% mind You are immune to mental status effects. Nothing will ever reach you again. |
Visage of Nektosh (4 def, 8 armour)3.0 Encumbrance T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +10% darkness other ------- 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. |
X-Ray Goggles (10 def, 0 armour)2.0 Encumbrance T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun offense ------ Accuracy +20 (+6 eff.) defense ------ Defense +10 (+3 eff.) Blind Resist +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
Yaldan Baoth (0 def, 10 armour)3.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +10 Str +10 Con offense ------ Damage +15% light defense ------ Armor +10 Fatigue +4% Resistance +15% light +25% darkness Max Resistance +10% darkness Resist unseen 33% other ------- Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Breath of Eyal (10 def, 10 armour)9.0 Encumbrance T5 light armor [Unique] Nature/Disrupt While equipped: offense ------ Mindpower +10 (+3 eff.) defense ------ Armor +10 Defense +10 (+3 eff.) Fatigue +20% Resistance +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell save +20 (+7 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
3 agate0.0 Encumbrance 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. |
238 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
12 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
31 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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. |
27 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
37 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
dream-smith's voratun pickaxe (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Ego+] Psionic While equipped: Stats +3 Str offense ------ Damage +9% mind +12% fire defense ------ Mind save +9 (+3 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.0 Encumbrance 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 Encumbrance 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 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
9 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dúathedlen Heart1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+1 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Unlightsin the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Damage +6% light +3% darkness Ignore resists +15% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 33% defense ------ Resistance +6% nature Physical save +8 (+2 eff.) Spell save +3 (+1 eff.) Healmod +18% other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Hathiyakhad'1.0 Encumbrance T3 lite [Random Unique] Nature/Psionic While equipped: Stats +3 Wil +2 Cun +3 Con offense ------ Damage +9% mind defense ------ Resistance +6% blight +6% acid Mind save +11 (+4 eff.) Life +40.00 Life Regen +5.00 other ------- Max hate +6.00 Light +4 See Stealth +13 See Invisibility +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's dwarven lantern of the zealot1.0 Encumbrance T5 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +14.00% Physical Power +7 (+1 eff.) defense ------ Resistance +3% all Spell save +8 (+3 eff.) other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
void-walker's alchemist's lamp of corpselight1.0 Encumbrance T3 lite [Ego++] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +3 (+1 eff.) defense ------ Resistance +7% blight +5% cold +5% darkness +6% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +12% Out-of-Phase Resilience +12% other ------- Light +4 Infravision +4 See Invisibility +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 2.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 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 40 blight damage or heals 42 life. Creatures standing in the retch also have 20% 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. A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's dwarven lantern1.0 Encumbrance T5 lite [Ego+] Master While equipped: defense ------ Blind Resist +31% Confus Resist +18% other ------- Light +9 See Stealth +21 See Invisibility +15 Track: Puts all charms on 40 turn cooldown Effective talent level: 4.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 30 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. |
Eternity's Counter2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Move Speed -16% Combat Speed +12% Spell Speed +12% Mind Speed +12% Damage +10% all +15% temporal defense ------ Resistance -12% all +15% temporal Damage Reduction +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards entropy). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Ureslak's Focus0.0 Encumbrance T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Physical Power +12 (+2 eff.) Spellpower +12 (+2 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath level 2 Item imbue powers: Stats +6 Mag +6 Con Physical Power +12 (+2 eff.) Spellpower +12 (+2 eff.) Damage +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. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
14 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
19 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 685.44 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 45] amazing fiery salve [power 45]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 68% cooldown modifier. Remove 3 magical effects and grants a fiery aura (45% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 45] amazing frost salve [power 45]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 68% cooldown modifier. Remove 3 physical effects and grants a frost aura (45% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 650] amazing healing salve [power 650]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 68% cooldown modifier. Heal 650 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing healing salve [power 650] amazing healing salve [power 650]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 68% cooldown modifier. Heal 650 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing pain suppressor salve [power 569] amazing pain suppressor salve [power 569]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 68% cooldown modifier. Let you fight up to -569 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 569] amazing pain suppressor salve [power 569]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 68% cooldown modifier. Let you fight up to -569 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 181] amazing unstoppable force salve [power 181]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 68% cooldown modifier. Increases all saves by 181 and healing factor by half Puts Talent Medical Injector on 18 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 45] amazing water salve [power 45]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 68% cooldown modifier. Remove 3 mental effects and grants a water aura (45% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 34] powerful fiery salve [power 34]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 68% cooldown modifier. Remove 2 magical effects and grants a fiery aura (34% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 34] powerful frost salve [power 34]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 68% cooldown modifier. Remove 2 physical effects and grants a frost aura (34% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 470] powerful healing salve [power 470]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 68% cooldown modifier. Heal 470 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful pain suppressor salve [power 406] powerful pain suppressor salve [power 406]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 68% cooldown modifier. Let you fight up to -406 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
powerful water salve [power 34] powerful water salve [power 34]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 68% cooldown modifier. Remove 2 mental effects and grants a water aura (34% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
perfect black light emitter0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +25% darkness other ------- Light -5 Infravision +10 See Invisibility +10 Tinkers can be attached to normal items to improve them with steam power! |
perfect winterchill edge0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
stralite armour reinforcement0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +4 Hardiness +20% Fatigue +2% Tinkers can be attached to normal items to improve them with steam power! |
voratun grip0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +100% other ------- Talents +5 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Damage Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
voratun toxic cannister launcher0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
voratun voltaic sentry0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Voltaic Sentry Tinkers can be attached to normal items to improve them with steam power! |
Poxsnake the voratun torque of clear mind [power 4] (25 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +12% mind When Hit 6 mind On-Hit (Melee): * 20% chance to slow global speed by 70% defense ------ Mind save +12 (+4 eff.) other ------- Max psi +50.00 Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force 'Xerena' [power 255] (15 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: Stats +2 Cun +3 Mag offense ------ Ignore Shields +30% Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 301 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage by 13% for 2 turns. 100% to reduce fatigue by 32% for 2 turns. 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered stralite torque of mindblast [power 460] (19 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 543 mind damage and silencing them for 4 turns Puts all charms on 19 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Shockpeal the elven-wood totem of healing [power 434] (15 cooldown)2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: offense ------ Physical Power +10 (+2 eff.) Accuracy +30 (+8 eff.) Ignore Armor +4 defense ------ Resistance +9% lightning +20% blight Physical save +6 (+2 eff.) Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+2 eff.) When Hit: * 18% chance to slow global speed by 70% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+7 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
26 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
12 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 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. |
12 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold
Buy an item from an AAA.By Minotaurus the Whitehoof Annihilator level 15
12nd Loss 124th year of Ascendancy at 12:34 see stats
A View From The Gallery
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Minotaurus the Whitehoof Annihilator level 34
38th Destruction 124th year of Ascendancy at 06:37 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Minotaurus the Whitehoof Annihilator level 9
7th Revenge 124th year of Ascendancy at 03:00 see stats
Blood on the Moon
Kill all of the Star Gazers within 7 game turns.By Minotaurus the Whitehoof Annihilator level 29
2nd Destruction 124th year of Ascendancy at 15:20 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Minotaurus the Whitehoof Annihilator level 35
40th Destruction 124th year of Ascendancy at 04:16 see stats
Exterminator
Killed 1000 creatures.By Minotaurus the Whitehoof Annihilator level 28
1st Destruction 124th year of Ascendancy at 10:13 see stats
Fear me not!
Survived the Fearscape!By Minotaurus the Whitehoof Annihilator level 37
8th Remembrance 125th year of Ascendancy at 22:12 see stats
Infinite x80
Got to level 80 of the infinite dungeon.By Minotaurus the Whitehoof Annihilator level 50
8th Dearth 125th year of Ascendancy at 07:35 see stats
Level 10
Got a character to level 10.By Minotaurus the Whitehoof Annihilator level 10
7th Revenge 124th year of Ascendancy at 03:00 see stats
Level 20
Got a character to level 20.By Minotaurus the Whitehoof Annihilator level 20
19th Loss 124th year of Ascendancy at 23:34 see stats
Level 30
Got a character to level 30.By Minotaurus the Whitehoof Annihilator level 30
17th Destruction 124th year of Ascendancy at 09:14 see stats
Level 40
Got a character to level 40.By Minotaurus the Whitehoof Annihilator level 40
12nd Remembrance 125th year of Ascendancy at 21:42 see stats
Level 50
Got a character to level 50.By Minotaurus the Whitehoof Annihilator level 50
8th Retaking 125th year of Ascendancy at 18:24 see stats
Once Upon A Time, In the West...
Hear the Eidolon's retelling of the Scourge from the West's journey.By Minotaurus the Whitehoof Annihilator level 50
4th Revenge 125th year of Ascendancy at 00:28 see stats
One Ill Turn Deserves Another
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Minotaurus the Whitehoof Annihilator level 50
10th Retaking 125th year of Ascendancy at 06:12 see stats
Overpowered!
Did over 6000 damage in one attack.By Minotaurus the Whitehoof Annihilator level 50
33rd Pain 125th year of Ascendancy at 04:40 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Minotaurus the Whitehoof Annihilator level 32
18th Destruction 124th year of Ascendancy at 06:52 see stats
Size is everything
Did over 1500 damage in one attack.By Minotaurus the Whitehoof Annihilator level 44
37th Remembrance 125th year of Ascendancy at 06:02 see stats
Size matters
Did over 600 damage in one attack.By Minotaurus the Whitehoof Annihilator level 25
30th Loss 124th year of Ascendancy at 00:02 see stats
That was close
Killed your target while having only 1 life left.By Minotaurus the Whitehoof Annihilator level 50
6th Dearth 125th year of Ascendancy at 22:58 see stats
The Dead God Rests
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Minotaurus the Whitehoof Annihilator level 50
40th Pain 125th year of Ascendancy at 03:17 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Minotaurus the Whitehoof Annihilator level 38
11st Remembrance 125th year of Ascendancy at 05:07 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Minotaurus the Whitehoof Annihilator level 43
28th Remembrance 125th year of Ascendancy at 15:54 see stats
The bigger the better!
Did over 3000 damage in one attack.By Minotaurus the Whitehoof Annihilator level 50
10th Retaking 125th year of Ascendancy at 05:52 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Minotaurus the Whitehoof Annihilator level 21
21st Loss 124th year of Ascendancy at 05:31 see stats
To the Bitter End
You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By Minotaurus the Whitehoof Annihilator level 50
40th Pain 125th year of Ascendancy at 16:35 see stats
Total Annihilation: Redundancy
Wield the Annihilator as an Annihilator.By Minotaurus the Whitehoof Annihilator level 50
9th Retaking 125th year of Ascendancy at 23:16 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Minotaurus the Whitehoof Annihilator level 50
12nd Revenge 125th year of Ascendancy at 09:54 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Minotaurus the Whitehoof Annihilator level 15
12nd Loss 124th year of Ascendancy at 19:47 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Minotaurus the Whitehoof Annihilator level 50
9th Dearth 125th year of Ascendancy at 09:21 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Minotaurus the Whitehoof Annihilator level 50
18th Retaking 125th year of Ascendancy at 06:30 see stats
Log
Minotaurus's tinker attains critical power!
Minotaurus's Shoot misses Isleyalle the orc master assassin.
Minotaurus's Shoot misses Isleyalle the orc master assassin.
Minotaurus is knocked back!
Isleyalle the orc master assassin receives 59 healing from Carrion worm mass's wormblight area effect.
Isleyalle the orc master assassin receives 248 healing from Isleyalle the orc master assassin's healing light area effect.
Isleyalle the orc master assassin's prismatic repulsion area effect hits Minotaurus for (24 flat reduction), 0 light, (27 flat reduction), 0 darkness (0 total damage).
Minotaurus's Rocket Pod misses Isleyalle the orc master assassin.
Talent Hypervision Goggles is ready to use.
Isleyalle the orc master assassin casts Moonlight Ray.
Isleyalle the orc master assassin's spell attains critical power!
Isleyalle the orc master assassin's spell attains critical power!
Isleyalle the orc master assassin's spell attains critical power!
Isleyalle the orc master assassin roars triumphantly.
Isleyalle the orc master assassin hits Minotaurus for (125 flat reduction), (76 exoskeleton), 277 darkness (277 total damage).
Blood Splash hits Isleyalle the orc master assassin for 186 healing, 186 healing (0 total damage) [373 healing].
Minotaurus the level 50 whitehoof annihilator was darkened to death by Isleyalle the orc master assassin on level 80 of Infinite Dungeon.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Isleyalle the orc master assassin killed Minotaurus!
Saving game...
Saving done.
Talent Implant: Medical Injector is ready to use.
Talent Reactive Armor is ready to use.
Talent Grenade Launcher is ready to use.
Talent Lock On is ready to use.
New Achievement: Utterly Destroyed!









































































































































































