















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: FlexSpec Respec Limitation Relaxer 1.5.5Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Items Vault 1.5.0Donators/Buyers bonus! New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. 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. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.5.0Official 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:
Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Prodigy Tweaks 1.5.5 Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 55 / 78% |
| Size | big |
| Lifes / Deaths | Killed by Haze Commander Parmor at level 38 on the 8th Loss 124th year of Ascendancy at 02:01 6 / 1 |
Primary Stats
| Strength | 159 (base 65) |
| Dexterity | 94 (base 65) |
| Constitution | 52 (base 30) |
| Magic | 12 (base 10) |
| Willpower | 30 (base 10) |
| Cunning | 81 (base 65) |
Resources
| Life | 1603/1714 |
| Steam | 95/95 |
| Equilibrium | 0 |
| Psi | 120/120 |
| Healing Factor | 1.2837837837838 |
| Regeneration | 0.32094594594595 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 19 |
| Infravision | 6 |
| See Stealth | 73.946168315112 |
| See Invisible | 61.946168315112 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 252 |
| Accuracy | 80 |
| Crit Chance | 68% |
| APR | 55 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 126 |
| Accuracy | 80 |
| Crit Chance | 48% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +28% |
| Physical | +43% |
| Fire | +43% |
| All | +8% |
Offense: Damage Penetration
| Acid | +27% |
| Nature | +33% |
| Lightning | +27% |
| Cold | +24% |
| Physical | +55% |
| Fire | +60% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 107.23535955475 (98.681318681319%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 74 |
| Spell Save | 33 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Blight | + 45%( 70%) |
| Arcane | + 41%( 70%) |
| Cold | + 45%( 70%) |
| All | + 35%( 70%) |
| Mind | + 51%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 45%( 70%) |
| Temporal | + 45%( 70%) |
| Physical | + 41%( 70%) |
| Darkness | + 45%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 30% |
| Disarm Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 55%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 93% efficiency and cooldown mod of 57%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Sawmaiming | 2.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Butchery | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Steamtech / Furnace | 2.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Automated butchery | 2.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Steamtech / Battle machinery | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.90 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 2.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.90 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Race / Orc | 1.70 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Steamtech / Chemistry | 1.90 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Conditioning | 1.50 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Melting Point |
| talent | Mow Down |
| talent | Steam Powered Armour |
| talent | Grinding Shield |
| beneficial effect | You have 1 charges. Molten Point |
| detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
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 |
You successfully escorted the repented thief to the recall portal on level 76 of Infinite Dungeon. Escort: repented thief (level 76 of Infinite Dungeon)As a reward you improved talent Device Mastery (+1 level(s)). | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 80)2 / 2 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 77)You completed the challenge and received: +3 Stat Points and +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 78)You completed the challenge and received: +3 Stat Points and +1 Prodigy Point | done |
Leave the level in less than 105 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (105) (Level 75)Turns left: 90 You completed the challenge and received: +3 Stat Points | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Stealth +0 Pinning- +100% ---------- misc Talents +5 Rocket Boots Generate 7 steam each time you walk. Boots. But with steam power! |
| Light source | Windwend the alchemist's lamp 1.0 T3 lite [Rare] Master While equipped: Stats +3 Mag +4 Wil +4 Con dps ---------- Dmg.mod +20% light Res.pen +20% nature ----- def ----- Blind- +28% Confus- +10% ---------- misc Light +11 Infravis +3 See.Stealth +21 See.Invis +9 Track: Puts all charms on 23 cooldown Level 5.7 Pwr.cost 23 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 53 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +5 Str +5 Con dps ---------- Acc +25 (+5 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +100% ---------- misc Light +7 A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +100% ---------- misc Talents +5 Spring Grapple Unarmed combat: Power 145% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
| Tool | telekinetic voratun torque of psychoportation [power 52] (18 cooldown)2.0 T5 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +3 Telekinetic Blast Teleport randomly (rad 52) Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| On fingers | gladiator's stralite ring of misery0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Str +5 Cun +7 Con dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 12 bleed Ranged+ 13 bleed On Hit (Melee): * 14% chance to cause random gloom On Hit (Ranged): * 14% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 12 cooldown Level 5.1 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 321% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
| Around neck | Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+7 eff.) Steampwr +40 (+7 eff.) Spell.pwr +40 (+18 eff.) Mind.pwr +40 (+12 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." |
| In main hand | elemental voratun steamsaw of evisceration (150% power, 45 apr) 3.0 T5 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 150% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +45 Crit +25.0% Atk.spd 100% Block +97 On Hit: * Random elemental explosion On Crit: * wounds the target for 7 turns: 26 bleeding, 77% reduced healing Uses 1.0 Steam While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +11 (+2 eff.) Res.pen +14% acid +13% fire +14% lightning +11% cold ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Girdle of Preservation 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+3 eff.) Spell.save +15 (+7 eff.) Mind.save +15 (+5 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | thought-forged voratun steamsaw of shearing (150% power, 25 apr) 3.0 T5 steamsaw 1H weapon [Ego+] Master/Psionic/Steamtech Power 150% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +94 Melee+ +8 mind On Hit: * 18% chance to cause random gloom * injects a simple virus dealing 141 blight damage on hit and lowering the victims highest stat Uses 1.0 Steam While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +10% physical Res.pen +8% physical Apr +10 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | enveloping cashmere cloak of the hunter (10 def, 0 armour) 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +19 (+4 eff.) ----- def ----- Defense +10 (+3 eff.) Fatigue -7% Resists +30% lightning Phys.save +8 (+2 eff.) Max.HP +66.00 Stun/Frz- +50% ---------- misc Max.stam +17.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Steam Powered Armour (23 def, 35 armour) 22.0 T5 massive armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +9 Str +6 Dex dps ---------- Phys.pwr +22 (+4 eff.) Steampwr +22 (+4 eff.) ----- def ----- Armour +35 Defense +23 (+7 eff.) Fatigue +12% Resists +25% lightning Crit.dmg- 35.00% Phys.save +55 (+12 eff.) Stun/Frz- +50% ---------- misc 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. |
Inventory
medical injector implant (efficiency 166% / cooldown 97%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 97%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 140% / cooldown 86%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 86%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
regeneration infusion (heal 467 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 467 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 191 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 191 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 26%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (534% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 534% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (402% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 402% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (616% speed; 8 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 616% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (887% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 887% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Primal Infusion (affinity 15%; cure magical, physical, mental)0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 15% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion (+5 for 8 turns, die at -376)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 8 turns. While Heroism is active, you will only die when reaching -376 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+19 for 12 turns, die at -576)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 12 turns. While Heroism is active, you will only die when reaching -576 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+12 for 9 turns, die at -318)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 9 turns. While Heroism is active, you will only die when reaching -318 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune (absorb 375 for 3 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 375 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 193)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 193 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 160 for 5 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 160 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+1 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
cleansing steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +10% nature +12% blight Poison- +20% Disease- +22% Amulets can have magical properties. |
restful gold amulet of the eclipse0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 9 light 11 darkness Dmg.mod +8% light +6% darkness On Melee Ret: * 8% chance to inflict 15% damage reduction * 7% chance to blind ----- def ----- Fatigue -6% HP.reg +1.80 Amulets can have magical properties. |
serendipitous gold amulet0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Unseen.red 13% Amulets can have magical properties. |
wanderer's gold amulet of magic (+3) =CON=0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Dex +6 Mag +5 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +0.60 ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
enraging voratun amulet of perfection (0.39 Technique / Conditioning,0.39 Steamtech / Sawmaiming)0.1 T5 amulet jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Phys.spd +10% Dmg.mod +7% physical ---------- misc Masteries +0.39 Technique/Conditioning +0.39 Steamtech/Sawmaiming Amulets can have magical properties. |
serendipitous voratun amulet of constitution (+11)0.1 T5 amulet jewelry [Ego+] Nature While equipped: Stats +11 Lck +6 Con dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Unseen.red 16% Amulets can have magical properties. |
mule's copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Fatigue -4% Resists +11% physical ---------- misc Max.enc +21 Rings can have magical properties. |
savage's steel ring of blinding strikes0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Con dps ---------- Melee+ 26 light Ranged+ 26 light On Hit (Melee): * 11% chance to blind On Hit (Ranged): * 10% chance to blind ----- def ----- Spell.save +10 (+5 eff.) ---------- misc Max.stam +15.00 Rings can have magical properties. |
solipsist's steel ring of blinding strikes0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Melee+ 25 light Ranged+ 22 light On Hit (Melee): * 13% chance to blind On Hit (Ranged): * 10% chance to blind Rings can have magical properties. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
gladiator's gold ring of blinding strikes0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +11 (+2 eff.) Melee+ 35 light Ranged+ 20 light On Hit (Melee): * 17% chance to blind On Hit (Ranged): * 15% chance to blind Rings can have magical properties. |
gold ring of life0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +40.00 HP.reg +1.00 Heal.mod +10% Rings can have magical properties. |
sneakthief's gold ring of tenacity0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +5 (+1 eff.) ----- def ----- Max.HP +26.00 Disarm- +31% Pinning- +22% Knockbk- +28% Rings can have magical properties. |
wizard's gold ring of misery0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +4 Mag dps ---------- Melee+ 7 bleed Ranged+ 9 bleed On Hit (Melee): * 11% chance to cause random gloom On Hit (Ranged): * 13% chance to cause random gloom ----- def ----- Spell.save +8 (+4 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 12 cooldown Level 6.8 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 182% weapon damage. If the attack hits, the target will bleed for 340% weapon damage over 7 turns, and all healing will be reduced by 86%. Rings can have magical properties. |
solipsist's stralite ring of blinding strikes0.1 T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 35 light Ranged+ 39 light On Hit (Melee): * 19% chance to blind On Hit (Ranged): * 29% chance to blind Rings can have magical properties. |
stralite ring of darkness (+32%)0.1 T4 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +16% darkness ----- def ----- Resists +32% darkness Rings can have magical properties. |
treant's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +13% nature +11% blight Max.HP +70.00 HP.reg +1.30 Heal.mod +21% Poison- +20% Disease- +21% Rings can have magical properties. |
bloodlich's elven-wood magestaff of fate (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +8 Mag +9 Cun +9 Con dps ---------- Spell.crit +11% Crit.mult +26.00% Spell.pwr +12 (+6 eff.) Dmg.mod +25% lightning ----- def ----- Phys.save +12 (+3 eff.) Spell.save +13 (+7 eff.) Mind.save +9 (+3 eff.) ---------- misc Vim/s.crit +7.00 Max.vim +44.00 Max.N.En +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Dethblyd (182% power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 182% Range: 1.6x Uses 10% Mag, 130% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
The Twisted Blade (161% power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Power 162% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +24 Crit +5.0% Atk.spd 100% Block +150 HP.leech +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +18 Defense +14 (+4 eff.) Fatigue +15% ---------- misc Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
Kindlewinter the voratun longsword (152% power, 6 apr)3.0 T5 longsword 1H weapon [Rare] Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Wil +3 Mag dps ---------- Dmg.mod +12% mind Res.pen +20% mind +14% physical Acc +15 (+3 eff.) Apr +15 ----- def ----- Fatigue -12% Resists +12% fire ---------- misc Light +3 See.Invis +12 Sharp, long, and deadly. |
quick stralite waraxe of torment (139% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Master/Psionic Power 139% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 111% On Hit: * 20% chance to torment the target While equipped: Stats +6 Dex dps ---------- Res.pen +12% mind +12% darkness Acc +13 (+3 eff.) One-handed war axes. |
truestriking voratun waraxe of corruption (148% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Arcane/Master Power 148% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 12% chance to inflict 15% damage reduction * 20% chance to curse the target While equipped: dps ---------- Res.pen +11% physical Acc +13 (+3 eff.) Apr +11 One-handed war axes. |
warbringer's voratun waraxe (148% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.pwr +14 (+3 eff.) Res.pen +15% physical ----- def ----- Disarm- +34% One-handed war axes. |
Glintpyre (161% power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Master Power 162% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +3 Str +9 Dex +3 Mag +4 Wil +3 Cun dps ---------- Mind.crit +8% Dmg.mod +9% light ----- def ----- Mind.save +29 (+9 eff.) Heal/summ +30 Sharp, short and deadly. |
Eyal's Will (124% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Disrupt Power 124% Range: 1.1x Uses 60% Wil, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+6 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 5.1 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 61.09 slime damage for 13 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Murkvagrant the stralite steamsaw (140% power, 19 apr)3.0 T4 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 141% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +68 Melee+ +24 blight +20 darkness +16 acid On Hit: * 15% chance to disease Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +20% darkness ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
blazebringer's stralite steamsaw of massacre (152% power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 152% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +70 Against +0% Undead +0% Demon +0% Horror On Crit.r2 +9 fire Uses 1.0 Steam While equipped: dps ---------- All.spd +2% Res.pen +6% fire ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Annihilator4.0 T5 steamgun 2H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 67% Dmg.mult 100% Range +8 Proj.spd +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
deadly quiver of elven-wood arrows of wind (21/21, 175% power, 14 apr)3.0 T4 arrow ammo [Ego] Nature/Master Power 175% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 21 Proj.spd +200% On Hit: * 10% chance to create an air burst Arrows are used with bows to pierce your foes to death. |
sentry's pouch of stralite shots (49/49, 166% power, 15 apr)3.0 T4 shot ammo [Ego+] Arcane Power 167% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +5.5% Capacity 49 Rld cld 2 Shots are used with slings to pummel your foes to death. |
cashmere robe of power (2 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +15 (+7 eff.) Dmg.mod +13% all ----- def ----- Defense +2 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature Phys.save +15 (+3 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.10 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 Melee Ret 0 physical ----- def ----- Armour +12 Defense +14 (+4 eff.) Fatigue +0% Crit.dmg- 0.00% When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
duelist's drakeskin leather armour of the hero (10 def, 13 armour) =STATS=9.0 T5 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +6 Str +11 Dex +6 Mag +6 Wil +12 Cun ----- def ----- Armour +13 Defense +10 (+3 eff.) Fatigue +8% Max.HP +58.00 A suit of armour made of leather. |
radiant dwarven-steel plate armour of fire resistance (5 def, 11 armour)17.0 T3 massive armor [Ego+] Nature/Master While equipped: Stats +4 Wil dps ---------- Melee Ret 9 light ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +22% blight +24% fire +22% darkness ---------- misc Light +2 A suit of armour made of metal plates. |
Cuirass of the Dark Lord (0 def, 30 armour)17.0 T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+3 eff.) HP.reg +0.00 Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 454.74 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 15 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Bokyzilachik1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +17% fire +8% cold Phys.save +20 (+5 eff.) Spell.save +6 (+3 eff.) Blind- +20% Poison- +35% A belt that goes around your waist. |
Brightwilter1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +20% acid Melee Ret 12 light ----- def ----- Resists +6% light +24% acid Max.HP +41.00 A belt that goes around your waist. |
drakeskin leather belt 'Bleakpierce'1.0 T5 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +18% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +7% acid +6% darkness +10% fire +10% cold +19% lightning A belt that goes around your waist. |
monstrous drakeskin leather belt of burglary1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +6 Str +6 Dex +6 Cun +6 Con +10 Lck dps ---------- Phys.pwr +12 (+2 eff.) ----- def ----- Phys.save +15 (+3 eff.) Stealth +15 ---------- misc T.Disarm +24 Infravis +6 Size +1 A belt that goes around your waist. |
Mayawyn the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +20% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning +9% fire Spell.save +20 (+9 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 231 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. |
Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Liquid Metal Cloak (20 def, 10 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: ----- def ----- Armour +10 Defense +20 (+6 eff.) Resists +15% physical Phys.save +40 (+9 eff.) ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 1.7 Pwr.cost 35 out of 60/60. Range melee/personal Travel.spd instantaneous Is a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 109 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
Skyrune (3 def, 0 armour)2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Dmg.mod +9% acid +49% mind +12% lightning Res.pen +15% mind On Hit (Melee): * 32% chance to disease ----- def ----- Defense +3 (+1 eff.) Resists +12% blight +9% lightning +9% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 60% (based on Cunning). Uses 29 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
wanderer's pair of hardened leather boots of rushing (0 def, 3 armour) =CON=2.0 T3 feet armor [Ego++] Master While equipped: Stats +2 Str +1 Cun +6 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +13 (+3 eff.) Mind.save +14 (+4 eff.) Rush: Puts all charms on 15 cooldown Level 1.7 Pwr.cost 15 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +10 (+3 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
undeterred pair of drakeskin leather boots of massiveness (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +7 Str +5 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +5 Fatigue +5% Silence- +26% Confus- +32% Stun/Frz- +36% ---------- misc Size +1 Heave: Puts all charms on 6 cooldown Level 3.4 Pwr.cost 6 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour) =STUN=3.0 T3 feet armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +4 Fatigue +3% Silence- +24% Confus- +30% Stun/Frz- +20% Blink to a nearby random location (rad 7) Puts all charms on 15 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 19 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Glethra the hardened leather gloves (0 def, 8 armour) =CON=1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Dex +3 Con dps ---------- Crit.mult +9.00% Phys.pwr +6 (+1 eff.) Acc +21 (+4 eff.) ----- def ----- Armour +8 Phys.save +6 (+1 eff.) Unarmed combat: Power 118% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +7 Apr +3 Crit +9.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 21 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 63 addition nature damage over 3 turns (damage based on Cunning). Uses 7 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
dwarven-steel gauntlets 'Boltpower' (0 def, 9 armour)1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +6% lightning +4% physical Melee Ret 12 lightning ----- def ----- Armour +9 Unarmed combat: Power 120% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +8 darkness +9 physical On Crit.r2 +12 lightning +8 physical On Hit: 10% Sand Breath 3 On Hit: * 40% chance to daze at end of turn Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Elenodunagar' (0 def, 2 armour)1.5 T3 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% blight Res.pen +20% acid +10% blight On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +2 HP.reg +2.40 ---------- misc Stam/turn +1.00 Max.stam +22.00 Unarmed combat: Power 122% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +16 blight On Hit: 10% Slumber 3 On Hit: * 40% chance to disease Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+7 eff.) ---------- misc Light +1 Unarmed combat: Power 142% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 100% Destroy Magic 5 On Hit: 15% Mana Clash 3 On Hit: 10% Aura of Silence 1 On Hit: * 50 arcane resource burn Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 163.08 arcane damage and stunned). Uses 57 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. |
hardened leather hat of constitution (+4) (0 def, 3 armour) =CON=2.0 T3 head armor [Ego] Master While equipped: Stats +4 Con dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +3 Fatigue +3% ---------- misc Light +0 A hat made of leather. Very stylish. |
Eastern Wood Hat (15 def, 0 armour)2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +15 (+5 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-1 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-4 eff.) Acc +0 (+0 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Light +0 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 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. |
warlord's drakeskin leather cap of the bounder (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +11 Str +7 Dex +5 Wil dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +5% physical Phys.save +9 (+2 eff.) A cap made of leather. |
Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 5.1 Pwr.cost 26 out of 45/45. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 7. The sound wave is so strong, your foes also take 314.76 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
2 tiny geode 2 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 aquamarine0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
22 malachite 22 malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+5 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+5 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
21 carnelian 21 carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
29 small geode 29 small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
21 amethyst0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
16 zircon0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 topaz0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+6 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+6 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 geode 6 geode0.0 T3 stone gem [Normal] While equipped: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
4 sugilite 4 sugilite0.0 T3 violet gem [Normal] While equipped: Crit.mult +6.00% Res.pen +6% all Item imbue powers: Crit.mult +6.00% Res.pen +6% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 tiger's eye 4 tiger's eye0.0 T3 yellow gem [Normal] While equipped: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Item imbue powers: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 obsidian 4 obsidian0.0 T4 black gem [Normal] While equipped: Stun/Frz- +50% Item imbue powers: Stun/Frz- +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 T4 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Dmg.mod +8% all Defense +25 (+7 eff.) Item imbue powers: Dmg.mod +8% all Defense +25 (+7 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 ruby0.0 T4 red gem [Normal] While equipped: Phys.spd +8% Spell.spd +8% Mind.spd +8% Item imbue powers: Phys.spd +8% Spell.spd +8% Mind.spd +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 large geode 7 large geode0.0 T4 stone gem [Normal] While equipped: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Item imbue powers: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
3 kunzite 3 kunzite0.0 T4 violet gem [Normal] While equipped: Crit.mult +8.00% Res.pen +8% all Item imbue powers: Crit.mult +8.00% Res.pen +8% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 T4 white gem [Normal] While equipped: Armour +16 Resists +4% all Item imbue powers: Armour +16 Resists +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Item imbue powers: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 black pearl 8 black pearl0.0 T5 black gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
8 diamond0.0 T5 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T5 green gem [Normal] While equipped: Dmg.mod +10% all Defense +30 (+8 eff.) Item imbue powers: Dmg.mod +10% all Defense +30 (+8 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 bloodstone0.0 T5 red gem [Normal] While equipped: Phys.spd +10% Spell.spd +10% Mind.spd +10% Item imbue powers: Phys.spd +10% Spell.spd +10% Mind.spd +10% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 enormous geode 8 enormous geode0.0 T5 stone gem [Normal] While equipped: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Item imbue powers: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
8 tanzanite 8 tanzanite0.0 T5 violet gem [Normal] While equipped: Crit.mult +10.00% Res.pen +10% all Item imbue powers: Crit.mult +10.00% Res.pen +10% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 pearl0.0 T5 white gem [Normal] While equipped: Armour +22 Resists +5% all Item imbue powers: Armour +22 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 fire opal0.0 T5 yellow gem [Normal] While equipped: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Item imbue powers: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 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. |
118 alchemist agate0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+1 eff.) Heal.mod +10% ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Bokoleg the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str +3 Mag +4 Con ----- def ----- Resists +8% blight Crit.dmg- 15.00% HP.reg +3.20 ---------- misc Light +6 Telepathy Dragon A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Unrigadir' =CON=1.0 T3 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% acid ----- def ----- Resists +19% blight +9% temporal +9% nature HP.reg +3.40 Blind- +5% Disease- +15% Cut- +15% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
amazing moss tread0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Stealth +10 ---------- misc Talents +5 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
perfect poison groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
voratun kinetic stabiliser0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +15 (+3 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 30] amazing fiery salve [power 30]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 119% efficiency and 55% cooldown modifier. Remove 3 magical effects and grants a fiery aura (30% fire, light and lightning affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 30] amazing frost salve [power 30]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 119% efficiency and 55% cooldown modifier. Remove 3 physical effects and grants a frost aura (30% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 425] amazing healing salve [power 425]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 119% efficiency and 55% cooldown modifier. Heal 425 Puts Talent Medical Injector on 9 cooldown Medical salve. |
amazing pain suppressor salve [power 372] amazing pain suppressor salve [power 372]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 119% efficiency and 55% cooldown modifier. Let you fight up to -372 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 6 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 118] amazing unstoppable force salve [power 118]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 119% efficiency and 55% cooldown modifier. Increases all saves by 118 and healing factor by half Puts Talent Medical Injector on 11 cooldown Activation is instant. Medical salve. |
amazing water salve [power 30] amazing water salve [power 30]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 119% efficiency and 55% cooldown modifier. Remove 3 mental effects and grants a water aura (30% blight, mind and acid affinity). Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
voratun pickaxe 'Zihek' (dig speed 9 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +15 Str +13 Wil +1 Cun +4 Con dps ---------- Phys.crit +15.0% Mind.crit +15% On Hit (Melee): * 20% chance to disease ----- def ----- Armour +5 Defense +16 (+5 eff.) Rng.Def +9 (+3 eff.) Resists +6% lightning +10% physical +6% nature +3% cold Poison- +25% Disease- +5% Disarm- +15% Stun/Frz- +10% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 9 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 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. |
warded voratun torque of psychoportation [power 54] (18 cooldown)2.0 T5 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +2 physical +4 mind +3 darkness Talents +1 Ward Teleport randomly (rad 54) Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered dragonbone totem of healing [power 407] (18 cooldown)2.0 T5 totem charm [Ego+] Nature Heal a target within range 7 (based on Willpower) for 407 Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
ash wand of clairvoyance [power 10] (4 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 37 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of trap destruction [power 38] (9 cooldown)2.0 T2 wand charm [Ego] Arcane Disarm traps (38 bonus disarm power, based on Magic) along a range 2 line Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded elven-wood wand of clairvoyance [power 12] (4 cooldown)2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +1 lightning +3 temporal +3 blight +2 fire +2 cold Talents +1 Ward Reveal the area around you, dispelling darkness (radius 12, power 39 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold
Buy an item from an AAA.By Sawbutcher EoR the Orc Sawbutcher level 41
32nd Loss 124th year of Ascendancy at 08:24 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Sawbutcher EoR the Orc Sawbutcher level 10
32nd Retaking 124th year of Ascendancy at 14:43 see stats
Bringer of Doom
Killed a Bringer of Doom.By Sawbutcher EoR the Orc Sawbutcher level 54
34th Retaking 125th year of Ascendancy at 11:06 see stats
Exterminator
Killed 1000 creatures.By Sawbutcher EoR the Orc Sawbutcher level 30
51st Pain 124th year of Ascendancy at 19:02 see stats
Imp'ing Away
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Sawbutcher EoR the Orc Sawbutcher level 50
35th Remembrance 125th year of Ascendancy at 22:18 see stats
Infinite x80
Got to level 80 of the infinite dungeon.By Sawbutcher EoR the Orc Sawbutcher level 55
35th Retaking 125th year of Ascendancy at 10:15 see stats
Level 10
Got a character to level 10.By Sawbutcher EoR the Orc Sawbutcher level 10
30th Retaking 124th year of Ascendancy at 01:54 see stats
Level 20
Got a character to level 20.By Sawbutcher EoR the Orc Sawbutcher level 20
47th Revenge 124th year of Ascendancy at 19:31 see stats
Level 30
Got a character to level 30.By Sawbutcher EoR the Orc Sawbutcher level 30
50th Pain 124th year of Ascendancy at 23:47 see stats
Level 40
Got a character to level 40.By Sawbutcher EoR the Orc Sawbutcher level 40
16th Loss 124th year of Ascendancy at 09:23 see stats
Level 50
Got a character to level 50.By Sawbutcher EoR the Orc Sawbutcher level 50
14th Remembrance 125th year of Ascendancy at 12:06 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 Sawbutcher EoR the Orc Sawbutcher level 49
14th Remembrance 125th year of Ascendancy at 12:06 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Sawbutcher EoR the Orc Sawbutcher level 31
2nd Dearth 124th year of Ascendancy at 22:00 see stats
Size is everything
Did over 1500 damage in one attack.By Sawbutcher EoR the Orc Sawbutcher level 50
14th Remembrance 125th year of Ascendancy at 17:32 see stats
Size matters
Did over 600 damage in one attack.By Sawbutcher EoR the Orc Sawbutcher level 37
5th Loss 124th year of Ascendancy at 10:38 see stats
That was close
Killed your target while having only 1 life left.By Sawbutcher EoR the Orc Sawbutcher level 24
8th Pain 124th year of Ascendancy at 00:04 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 Sawbutcher EoR the Orc Sawbutcher level 50
33rd Remembrance 125th year of Ascendancy at 09:09 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Sawbutcher EoR the Orc Sawbutcher level 35
2nd Loss 124th year of Ascendancy at 20:56 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Sawbutcher EoR the Orc Sawbutcher level 18
46th Revenge 124th year of Ascendancy at 21:25 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Sawbutcher EoR the Orc Sawbutcher level 35
52nd Dearth 124th year of Ascendancy at 21:43 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sawbutcher EoR the Orc Sawbutcher level 15
40th Revenge 124th year of Ascendancy at 03:07 see stats
Log
Sawbutcher EoR roars triumphantly.
Tempest of Metal hits Dredgling for 146 physical, 112 fire, 3 physical, 103 physical, 4 mind, 112 fire, 3 physical, 26 blight (510 total damage).
Sawbutcher EoR hits Dredgling for 649 physical, 112 fire, 3 physical, 30 cold, 288 physical, 112 fire, 3 physical, 202 physical, 4 mind, 112 fire, 3 physical, 363 physical (1882 total damage).
Sawbutcher EoR killed Dredgling!
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Sawbutcher EoR is no longer inspired.
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Sawbutcher EoR picks up (O.): warbringer's voratun waraxe (148% power, 6 apr).
Today is the 36th Retaking of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
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You pickup 2.70 gold pieces.
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Sawbutcher EoR deactivates Tempest of Metal.
Sawbutcher EoR's Tempest of Metal has been deactivated!
Sawbutcher EoR deactivates Grinding Shield.
Sawbutcher EoR's Grinding Shield has been deactivated!
Sawbutcher EoR deactivates Overheat Saws.
Sawbutcher EoR's Overheat Saws has been deactivated!
Sawbutcher EoR deactivates Steam Powered Armour.
Sawbutcher EoR's Steam Powered Armour has been deactivated!
Sawbutcher EoR deactivates Melting Point.
Sawbutcher EoR's Melting Point has been deactivated!
Sawbutcher EoR deactivates Mow Down.
Sawbutcher EoR's Mow Down has been deactivated!
Sawbutcher EoR deactivates Furnace.
Sawbutcher EoR's Furnace has been deactivated!
































































































































































