










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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! Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Solipsist |
| Level / Exp | 39 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 22 on the 46th Revenge 124th year of Ascendancy at 22:56 5 / 2Killed by High Sun Paladin Aeryn at level 36 on the 46th Pain 124th year of Ascendancy at 04:46 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 50 (base 36) |
| Magic | 11 (base 10) |
| Willpower | 85 (base 60) |
| Cunning | 73 (base 60) |
Resources
| Life | 584/584 |
| Steam | 100/100 |
| Equilibrium | 0 |
| Psi | 559/559 |
| Healing Factor | 1.4286847857242 |
| Regeneration | 7.3577266464796 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +145.07212032837% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
| See Stealth | 56.384209620737 |
| See Invisible | 74.384209620737 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 54 |
| Crit Chance | 32% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 54 |
| Crit Chance | 29% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Arcane | +11% |
| Cold | +18% |
| All | 0% |
| Darkness | +12% |
| Light | +6% |
| Physical | +11% |
| Mind | +14% |
| Lightning | +15% |
| Fire | +10% |
| Nature | +9% |
Offense: Damage Penetration
| Physical | +11% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 8 (48.304188961773%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 50.35 |
| Spell Save | 46.9 |
| Mental Save | 63 |
Defense: Resistances
| Cold | + 42%( 70%) |
| Lightning | + 46%( 70%) |
| Light | + 27%( 70%) |
| Nature | + 35%( 70%) |
| Darkness | + 45%( 70%) |
| Physical | + 35%( 70%) |
| Mind | + 49%( 70%) |
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 68% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Poison Resistance | 31% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| 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 93% efficiency and cooldown mod of 58%. |
| 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 131% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 863% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Distortion | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Discharge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Race / Orc | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Lucid Dreamer |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+45% global speed). Clarity |
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 ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. | active |
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 |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb 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 |
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 | fleetfooted pair of hardened leather boots of invasion (5 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +2 Dex offense ------ Physical Crit +3.0% Physical Power +4 (+2 eff.) Ignore resists +11% physical defense ------ Armor +3 Defense +5 (+3 eff.) A pair of boots made of leather. |
| Light source | survivor's alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+1 eff.) Life +60.00 Healmod +15% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Airpiercer (3 def, 0 armour) 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: offense ------ Mind Crit +5% Mindpower +16 (+4 eff.) Damage +15% lightning +12% darkness +10% fire +8% acid +11% physical +6% light +3% cold +11% arcane +14% mind Ignore resists +15% lightning Accuracy +4 (+2 eff.) When Hit 2 lightning defense ------ Defense +3 (+2 eff.) Resistance +6% lightning +14% physical +6% light +20% mind +14% darkness Physical save +11 (+2 eff.) Mind save +18 (+4 eff.) other ------- Max hate +9.00 Max psi +18.00 Light +4 A pointy cloth hat, very wizardly... |
| On hands | heroic rough leather gloves of archery (0 def, 5 armour) 1.0 Encumbrance T1 hands armor [Ego++] Master While equipped: Stats +2 Cun +3 Dex offense ------ Accuracy +6 (+3 eff.) Ignore Armor +5 defense ------ Armor +5 Mind save +6 (+1 eff.) Life +40.00 other ------- Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | evasive stralite torque of mindblast [power 265] (15 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 302 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 21.92 cold and 20.62 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | solipsist's stralite ring of perseverance0.1 Encumbrance T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Cun +6 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Life Regen +4.00 Stun Resist +28% Rings make your fingers look great! |
| Around neck | The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+4 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Amethyst of Sanctuary (15-16 power, 26 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +26 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +8 Wil offense ------ Mind Crit +7% Mindpower +14 (+3 eff.) defense ------ Resistance +15% mind Mind save +25 (+6 eff.) other ------- Max psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
| Around waist | noble's hardened leather belt of recklessness 1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +4 Cun +4 Wil offense ------ Physical Crit +4.0% Critical power +7.00% Physical Power +4 (+2 eff.) Against +26% Summoned defense ------ Resist Against +22% Summoned A belt that goes around your waist. |
| In off hand | Layowen the thorny mindstar (10-10 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) defense ------ Resistance +6% nature +2% physical Crit Resistance 5.00% Mind save +12 (+3 eff.) Life +22.00 Life Regen +0.90 Silence Resist +20% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | marshal's cashmere cloak of the Shaloren (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Str +2 Mag +2 Wil +3 Con defense ------ Defense +2 (+1 eff.) Resistance +24% lightning Physical save +9 (+2 eff.) Life +57.00 Stun Resist +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | woollen robe 'Barevor' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +2 Cun +4 Con offense ------ Damage +9% nature Accuracy +15 (+8 eff.) defense ------ Resistance +9% all Unlife -80.00 life Poison Resist +31% Disease Resist +20% other ------- Psi when Hit +0.12 See Invis +18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 133% / cooldown 73%)0.1 Encumbrance T1 implant scroll [Normal] 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 133% efficiency and cooldown mod of 73%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 203; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 203 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 223; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 223 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -296; dur 9; cd 29)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -296 life. The duration and life will increase by 1% for every 1% life you have lost (currently 296 life, 9 duration) 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 nature talent. |
movement infusion of the sneak (speed 721%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 721% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 443; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 443 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Fatal Attractor0.1 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. |
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. |
schematic: Spike Attachment0.1 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: Spring Grapple0.1 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. |
Flasharc0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats +8 Lck offense ------ Damage +12% temporal Accuracy +7 (+4 eff.) defense ------ Defense +5 (+3 eff.) Resistance +13% lightning +21% temporal Resist unseen 12% Pinning Resist +20% Stun Resist +27% Knockbk Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +2 Amulets make your neck look great! |
Runarehell0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +7 Str +9 Dex +9 Wil +2 Cun offense ------ Critical power +10.00% Mindpower +30 (+7 eff.) Ignore resists +25% blight other ------- Mana-on-crit +2.00 Hate-on-crit +4.00 Max vim +50.00 Amulets make your neck look great! |
Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+3 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
cleansing stralite amulet of strength (+6)0.1 Encumbrance T4 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +6 Str defense ------ Resistance +14% nature +18% blight Poison Resist +29% Disease Resist +26% Amulets make your neck look great! |
grounding steel amulet0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% lightning Stun Resist +20% Amulets make your neck look great! |
grounding steel amulet of murder0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: offense ------ Critical power +10.00% Accuracy +6 (+3 eff.) Ignore Armor +11 defense ------ Resistance +15% lightning Stun Resist +24% Amulets make your neck look great! |
restful steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +1 Mag offense ------ Spellpower/crit +2 defense ------ Fatigue -4% Life Regen +2.00 other ------- Mana/turn +0.14 Max mana +27.00 Amulets make your neck look great! |
serendipitous stralite amulet0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck offense ------ Accuracy +9 (+5 eff.) defense ------ Defense +10 (+5 eff.) Resist unseen 10% Amulets make your neck look great! |
starlit steel amulet0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +14% light +10% darkness Blind Resist +26% Amulets make your neck look great! |
steel amulet of strength (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
Ring of Lost Love0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil defense ------ Resistance +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 80 power out of 100/100 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" |
Shinefame the stralite ring0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Cun +9 Dex offense ------ Damage +3% lightning +3% light Accuracy +13 (+7 eff.) When Hit 10 light 8 lightning defense ------ Resistance +9% blight +9% nature +6% light Life Regen +8.00 Poison Resist +18% Disease Resist +20% Stun Resist +35% Rings make your fingers look great! |
gladiator's gold ring of sensing0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +6 (+3 eff.) defense ------ Blind Resist +21% other ------- Infravision +4 See Stealth +11 See Invis +13 Rings make your fingers look great! |
gladiator's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +5 (+3 eff.) Accuracy +8 (+4 eff.) Ignore Armor +8 defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
mule's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% other ------- Encumbrance +20 Rings make your fingers look great! |
pixie's stralite ring of luminosity0.1 Encumbrance T4 ring jewelry [Ego++] Arcane While equipped: Stats +4 Cun +6 Mag offense ------ Spellpower +6 (+5 eff.) On-Hit 14 light On-Ranged-Hit 18 light Damage +18% light Rings make your fingers look great! |
psionicist's gold ring of light (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Damage +12% light defense ------ Resistance +24% light Mind save +4 (+1 eff.) Rings make your fingers look great! |
savior's gold ring of fire (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +12% fire defense ------ Resistance +24% fire Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +9 (+2 eff.) Rings make your fingers look great! |
steel ring of corrosion (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +12% acid defense ------ Resistance +24% acid Rings make your fingers look great! |
steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+4 eff.) Ignore Armor +9 defense ------ Defense +9 (+5 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +24% other ------- Infravision +3 See Stealth +11 See Invis +8 Rings make your fingers look great! |
stralite ring of misery0.1 Encumbrance T4 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun offense ------ On-Hit 15 physical On-Ranged-Hit 17 physical On-Hit (Melee): * 15% chance to reduce all saves and defense by 39 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 39 other ------- Hate-on-crit +1.00 Max hate +9.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
treant's gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +4 Cun offense ------ On-Hit 6 physical On-Ranged-Hit 5 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 39 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 39 defense ------ Resistance +7% nature +8% blight Poison Resist +12% Disease Resist +10% other ------- Hate-on-crit +1.00 Max hate +8.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
warrior's steel ring of frost (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Damage +10% cold defense ------ Armor +8 Resistance +20% cold Rings make your fingers look great! |
flaming stralite greatmaul of daylight (55-82 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Ego] Arcane Weapon Damage 55.0 - 82.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +16 light Damage Against +13% Undead On-Hit, radius 1 +14 fire Massive two-handed mauls. |
Eclipsesmash the voratun longsword (56-78 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Rare] Master Weapon Damage 56.0 - 78.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 20% chance to reduce damage dealt by 31% While equipped: offense ------ Spell Crit +5% Damage +6% arcane Ignore resists +25% mind +25% blight Ignore Shields +30% defense ------ Resistance +6% darkness Sharp, long, and deadly. |
Ulorim the voratun longsword (42-58 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Rare] Nature Weapon Damage 41.5 - 58.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +18 nature While equipped: Stats +3 Cun offense ------ Physical Crit +2.0% Physical Power +30 (+11 eff.) Ignore resists +20% physical Ignore Armor +6 defense ------ Armor +10 Sharp, long, and deadly. |
creative pulsing mindstar of venom (14-15 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +6 Cun offense ------ Mind Crit +4% Critical power +5.00% Mindpower +8 (+2 eff.) On-Hit 7 acid Damage +14% acid Ignore resists +10% acid defense ------ Resistance +6% acid Life Regen +3.00 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dreamer's pulsing mindstar of frost (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) On-Hit 8 cold Damage +9% cold Ignore resists +11% cold defense ------ Armor +11 Resistance +12% mind +14% cold Mind save +6 (+1 eff.) other ------- Psi/turn +0.60 Max psi +25.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted pulsing mindstar of balance (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego] Nature Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +15 (+3 eff.) defense ------ Physical save +4 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) other ------- EQ when Hit +0.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted thorny mindstar of life (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +13 (+3 eff.) defense ------ Life +13.00 Life Regen +0.80 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ethereal dragonbone starstaff (30-36 power, 6 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +20 (+12 eff.) Damage +30% temporal Ignore Shields +14% defense ------ Defense +19 (+10 eff.) Shield Power +13% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming stralite waraxe of ruin (29-41 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego+] Arcane/Master Weapon Damage 29.0 - 40.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-Hit, radius 1 +13 fire While equipped: offense ------ Physical Crit +12.0% Critical power +22.00% Ignore Armor +9 One-handed war axes. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con defense ------ Defense +1 (+1 eff.) Resistance +0% lightning Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+8 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+8 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. |
pair of hardened leather boots 'Aeruldamina' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Dex +4 Cun +10 Lck offense ------ Damage +15% arcane Ignore resists +25% mind +25% arcane defense ------ Armor +3 Stealth +9 other ------- Psi when Hit +0.32 Max hate +6.00 A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +5 (+1 eff.) other ------- Encumbrance +20 A pair of boots made of leather. |
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 (-5 eff.) Spellpower -10 (-10 eff.) Mindpower -10 (-3 eff.) defense ------ Defense -10 (-5 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. |
cleansing dwarven-steel plate armour of stability (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego] Disrupt/Master While equipped: defense ------ Armor +11 Fatigue +22% Resistance +13% blight +7% physical +12% nature Physical save +14 (+3 eff.) A suit of armour made of metal plates. |
133 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. |
16 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. |
15 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. |
20 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
25 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. |
3 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Cinderwar' (dig speed 32 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Damage +12% mind +9% fire Ignore resists +20% mind When Hit 4 fire defense ------ Fatigue -6% Resistance +6% mind While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
26 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. |
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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
17 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. |
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. |
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. |
potent fiery salve [power 12] potent fiery salve [power 12]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 93% efficiency and 58% cooldown modifier. Remove 1 magical effects and grants a fiery aura (12% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
potent frost salve [power 12] potent frost salve [power 12]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 93% efficiency and 58% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
potent healing salve [power 162] potent healing salve [power 162]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 93% efficiency and 58% cooldown modifier. Heal 162 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
potent pain suppressor salve [power 139] potent pain suppressor salve [power 139]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 93% efficiency and 58% cooldown modifier. Let you fight up to -139 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
potent water salve [power 12] potent water salve [power 12]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 93% efficiency and 58% cooldown modifier. Remove 1 mental effects and grants a water aura (12% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
evasive steel torque of gale force [power 170] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 189 physical damage Puts all charms on 15 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive stralite torque of gale force [power 360] (15 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 400 physical damage Puts all charms on 15 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 150] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 171 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
20 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. |
soothing ash wand of shielding [power 194] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 36. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
25 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. |
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. |
2 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. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Fangless the Orc Solipsist level 14
49th Retaking 124th year of Ascendancy at 16:06 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Fangless the Orc Solipsist level 13
41st Retaking 124th year of Ascendancy at 19:36 see stats
Do not go gentle into that good night
Trapped John.By Fangless the Orc Solipsist level 38
13rd Dearth 124th year of Ascendancy at 17:08 see stats
Exterminator
Killed 1000 creatures.By Fangless the Orc Solipsist level 29
26th Pain 124th year of Ascendancy at 18:39 see stats
I did not want that!
Tricked Nektosh into killing one of his own people.By Fangless the Orc Solipsist level 20
23rd Revenge 124th year of Ascendancy at 16:45 see stats
Level 10
Got a character to level 10.By Fangless the Orc Solipsist level 10
22nd Retaking 124th year of Ascendancy at 17:54 see stats
Level 20
Got a character to level 20.By Fangless the Orc Solipsist level 20
23rd Revenge 124th year of Ascendancy at 13:44 see stats
Level 30
Got a character to level 30.By Fangless the Orc Solipsist level 30
27th Pain 124th year of Ascendancy at 18:16 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Fangless the Orc Solipsist level 33
36th Pain 124th year of Ascendancy at 21:48 see stats
Size matters
Did over 600 damage in one attack.By Fangless the Orc Solipsist level 29
27th Pain 124th year of Ascendancy at 12:29 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Fangless the Orc Solipsist level 36
46th Pain 124th year of Ascendancy at 06:24 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Fangless the Orc Solipsist level 25
5th Pain 124th year of Ascendancy at 03:48 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Fangless the Orc Solipsist level 18
22nd Revenge 124th year of Ascendancy at 09:50 see stats
Log
Talent Mind Sear is ready to use.
Talent Sunder Mind is ready to use.
Talent Psychic Lobotomy is ready to use.
Talent Maelstrom is ready to use.
Talent Thought-Form: Warrior is ready to use.
Rested for 31 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Fangless deactivates Mind Storm.
Fangless receives 5 healing (6 psi heal).
Fangless receives 4 healing (6 psi heal).
Fangless receives 4 healing (5 psi heal).
Fangless receives 4 healing (5 psi heal).
Ran for 3 turns (stop reason: something interesting).
Quest 'Hunter, Quarry' status updated! (Press 'j' to see the quest log)
You kick and destroy the valve!
Fangless receives 4 healing (5 psi heal).
Fangless receives 4 healing (5 psi heal).
Fangless receives 4 healing (4 psi heal).
You kick and destroy the valve!
Talent Mind Storm is ready to use.
Fangless receives 3 healing (4 psi heal).




































































































































