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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Guaranteed Zones 1.5.2Makes the Sludgenest and Dogroth Caldera always appear on the map after the level requirements have been met and always spawns Director Hompalan who grants access to the Old Conclave Vault. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official 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:
Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.5.9Official 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 | Insane Roguelike |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Psyshot |
| Level / Exp | 79 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Mubmub at level 38 on the 29th Dearth 124th year of Ascendancy at 20:07 / 1 |
Primary Stats
| Strength | 121 (base 84) |
| Dexterity | 66 (base 28) |
| Constitution | 33 (base 10) |
| Magic | 25 (base 10) |
| Willpower | 121 (base 100) |
| Cunning | 170.8 (base 105) |
Resources
| Life | 2159/2159 |
| Steam | 100/100 |
| Equilibrium | 0 |
| Psi | 186/186 |
| Healing Factor | 1.4199507389162 |
| Regeneration | 17.394396551723 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 20 |
| Infravision | 4 |
| See Stealth | 10 |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 77 |
| Crit Chance | 105% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 147 |
| Accuracy | 88 |
| Crit Chance | 108% |
| APR | 55 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 67% |
| Speed | 1 |
Offense: Mind
| Mindpower | 104 |
| Crit Chance | 98% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +14% |
| Blight | +17% |
| Physical | +33% |
| Mind | -2% |
| All | +8% |
| Darkness | +18% |
| Light | +59% |
| Fire | +1% |
| Lightning | +40% |
Offense: Damage Penetration
| Acid | +55% |
| Blight | +30% |
| Arcane | +40% |
| Mind | +50% |
| All | +20% |
| Lightning | +40% |
| Light | +45% |
| Temporal | +30% |
| Physical | +35% |
Defense: Base
| Armour (hardiness) | 71 (100%) |
| Defense | 67 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 75 |
| Spell Save | 54 |
| Mental Save | 68 |
Defense: Resistances
| Lightning | + 70%( 70%) |
| Acid | + 57%( 70%) |
| Light | + 51%( 70%) |
| Temporal | + 53%( 70%) |
| Darkness | + 52%( 70%) |
| Physical | + 70%( 70%) |
| Cold | + 66%( 70%) |
| All | + 46%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
| Bleed Resistance | 70% |
| Confusion Resistance | 0% |
| Knockback Resistance | 100% |
| Stun Resistance | 99% |
| Poison Resistance | 70% |
| Blind Resistance | 80% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.3 steam per turn. Can be activated for an instant burst of 97 steam. Its effects scale with your Cunning stat. |
| 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 273% efficiency and cooldown mod of 76%. Its effects scale with your Cunning stat. |
| 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 208% efficiency and cooldown mod of 56%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: 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 35% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 7 turns. While Heroism is active, you will only die when reaching -1174 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 Willpower stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.70 |
| 7/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Steamtech / Dread | 1.30 |
| 7/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Avoidance | 1.50 |
| 7/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 7/5 |
| 7/5 |
| 1/5 |
| 4/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 7/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 0.80 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 7/5 |
| 1/5 |
| 7/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 7/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 7/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Roll With It |
| talent | Automated Cloak Tessellation |
| talent | Gestalt |
| talent | Chant of Fortress |
| talent | Mechanical Arms |
| beneficial effect | Infinite Dungeon Challenge: Exterminator (Level 119) Challenge |
| detrimental effect | Zone-wide effect: +10% light damage, -10% light resistance, -10% accuracy, -20% blind immunity. Aura of light |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 116) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 117) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 118) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 119)Foes left: 89 | active |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 114)You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 115) | failed |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Unbreakable Greaves (9 def, 21 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +21 Armour Hardiness: +20% Defense: +9 (+2 eff.) Fatigue: +12% Changes stats: +21 Str / -6 Dex / +11 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Talent granted: +5 Rocket Boots Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | Thundercrack (16/16, 35-42 power, 8 apr) Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 35.0 - 42.0 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. When wielded/worn: Talent granted: +5 Explosive Shell Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
| Light source | Hodoldir the Cracklespike Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +8% cold / +7% temporal / +13% light / +11% darkness Changes resistances penetration: +10% blight Changes damage: +9% blight / +15% lightning / +10% darkness / +35% light Damage affinity(heal): +5% darkness / +5% light Light radius: +12 Infravision radius: +4 See stealth: +10 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +25% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 36.29 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (16 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +65 (+14 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +16 (+4 eff.) Changes stats: +13 Cun / +19 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Light radius: +7 Steam crit. chance: +15% 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. |
| On hands | Steam Powered Gauntlets (0 def, 13 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +13 Changes stats: +7 Str / +7 Dex Changes damage: +8% all Talent granted: +5 Fatal Attractor Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
| Tool | voratun torque of thermal psionic shield 'Adeba' [power 169] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +5.0% Armour: +6 Damage when hit (Melee): 24 physical Changes stats: +5 Con Maximum wards: +2 physical / +5 mind / +5 darkness Changes resistances penetration: +20% arcane Talent granted: +1 Ward Critical mult.: +18.00% Physical save: +15 (+4 eff.) Only die when reaching: -80.00 life Healing mod.: +25% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 169 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +10 Dex / +6 Mag / +6 Wil / +8 Cun Changes resistances: +6% light / +6% temporal Changes resistances penetration: +10% temporal Changes damage: +12% light Stun/Freeze immunity: +49% Life regen: +2.00 Spellpower: +13 (+6 eff.) Light radius: +1 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 12 turns, there's a 31% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
| In main hand | Thoughtcaster Requires: - Willpower 20 - Dexterity 25 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 110% Firing range: +10 On weapon hit: * deal 101.92 mind damage (based on Mindpower) in a radius 1 around the target * flashes light on your target dealing 142 damage Travel speed: +600% Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Vacuum Shot (-2 turns) Blunt Shot (-3 turns) Critical mult.: +15.00% Mindpower: +15 (+3 eff.) Mental crit. chance: +5% Steampower: +15 (+3 eff.) Steam crit. chance: +5% On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. This item has been sent to the Item's Vault. |
| Around waist | Prismspar Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +14 Effects on melee hit: * 15% chance to corrode armour by 30% * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 blight Changes stats: +7 Dex / +6 Mag / +7 Cun Changes resistances: +6% acid Changes resistances penetration: +35% acid / +25% light Changes damage: +9% acid / +6% light Mana each turn: +0.60 Maximum mana: +60.00 Mental crit. chance: +15% It can be used to create a temporary shield that absorbs 386 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In off hand | Glinttide (15.5-17.05 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar will resonate with other psionic mindstars. This natural lightning should be returned to the wyrm. Base power: 15.5 - 17.1 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 159 damage Damage Shield penetration (this weapon only): +40% When wielded/worn: Damage when hit (Melee): 13 lightning / 8 light Changes stats: +4 Str / +4 Dex / +3 Mag / +4 Wil / +12 Cun / +3 Con Changes resistances: +10% mind / +16% lightning Changes resistances penetration: +10% mind / +20% lightning Changes damage: +17% lightning / +9% fire / +9% mind Critical mult.: +45.00% Psi when hit: +2.50 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +3% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +24% 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 | Liquid Metal Cloak (21 def, 11 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +21 (+5 eff.) Changes resistances: +30% lightning / +15% physical Talent mastery: +0.20 Steamtech / Avoidance Physical save: +42 (+10 eff.) Stun/Freeze immunity: +50% It can be used to activate talent Cloaking Device (costing 60 power out of 60/60) : Effective talent level: 1.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: 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 108 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. |
| Main armor | Crimson Robe (12 def, 0 armour) Requires: - Level 35 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. This item has been sent to the Item's Vault. |
Inventory
medical injector implant of the duelist (efficiency 192% / cooldown 69%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 192% efficiency and cooldown mod of 69%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the titan (efficiency 202% / cooldown 61%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 202% efficiency and cooldown mod of 61%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 13)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 12.7 steam per turn. Can be activated for an instant burst of 64 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion of the psychic (959% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 959% 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. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (1017% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1017% 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Murkbrand the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +12 Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% acid / +6% darkness / +12% fire / +6% nature / +5% arcane Changes resistances penetration: +15% nature Changes damage: +3% nature Critical mult.: +12.00% Amulets can have magical properties. |
SqualornighCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Str / +6 Dex / +7 Wil Changes resistances: +15% mind / +6% nature Changes resistances penetration: +20% nature / +20% mind Amulets can have magical properties. |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+3 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
gold amulet 'Balancewrither'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 mind Changes stats: +3 Mag / +3 Wil Changes resistances penetration: +10% nature Changes damage: +5% physical / +6% light / +5% temporal / +3% mind / +3% nature / +4% darkness Mental save: +8 (+2 eff.) Confusion immunity: +15% Teleport immunity: +50% Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Mindpower: +5 (+1 eff.) It can be used to teleport you randomly (rad 40), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Gardanion, the Light of GodPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+8 eff.) Spellpower: +40 (+17 eff.) Mindpower: +40 (+7 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+7 eff.) "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." |
Isyda the SplendourweeperInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +20 Damage when hit (Melee): 8 mind Changes stats: +6 Con Changes resistances: +6% mind Changes resistances penetration: +10% light Changes damage: +30% light Critical mult.: +19.00% Physical save: +20 (+5 eff.) Cut immunity: +80% Life regen: +3.00 Maximum life: +80.00 Healing mod.: +29% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 588 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Porawen the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Str Changes resistances: +22% light / +28% darkness Changes resistances penetration: +25% physical Critical mult.: +9.00% Reduces incoming crit damage: 15.00% Blindness immunity: +47% Light radius: +3 Healing mod.: +20% Amulets can have magical properties. |
Eremelin the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 acid Changes stats: +8 Dex / +6 Mag / +12 Cun Changes resistances: +6% temporal Changes damage: +3% acid / +6% temporal Blindness immunity: +33% Spellpower: +8 (+4 eff.) Infravision radius: +6 See stealth: +11 See invisible: +13 Rings can have magical properties. |
Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: -10 Lck / +6 Wil Changes resistances: +25% mind You feel something is very wrong with this ring. It can be used to summon Crimson Paladin John, costing 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" |
Jetspawn the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +2 Str / +10 Dex / +11 Mag / +1 Wil / +20 Cun / +3 Con Changes resistances: +6% arcane Changes resistances penetration: +10% darkness Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +48% Maximum life: +46.00 Spellpower: +15 (+7 eff.) Rings can have magical properties. |
voratun ring 'Naturewasp'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +16 Defense: +16 (+4 eff.) Changes stats: +2 Mag Changes resistances: +14% nature / +7% blight Spell save: +6 (+2 eff.) Poison immunity: +26% Disease immunity: +25% Stun/Freeze immunity: +36% Life regen: +2.70 Mana when firing critical spell: +4.00 Damage Shield penetration: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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 can have magical properties. |
This item will automatically be transmogrified when you leave the level.elemental iron greatmaul of massacre (26.5-39.75 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 26.5 - 39.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +13% acid / +13% fire / +13% lightning / +13% cold Massive two-handed mauls. |
Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. Burst (radius 1) on hit: +0 20% chance of physical repulsion When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 65% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 68 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Thermal Focus (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 85% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +0 20% chance of physical repulsion Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Critical mult.: +0.00% Spell save: +12 (+4 eff.) Psi each turn: +1.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
This item will automatically be transmogrified when you leave the level.Glorada the living mindstar (18-19.8 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Base power: 18.0 - 19.8 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +14 Defense: +13 (+3 eff.) Ranged Defense: +13 (+3 eff.) Changes resistances: +15% acid / +9% blight / +10% mind / +7% arcane Changes resistances penetration: +10% mind Changes damage: +10% mind Spell save: +12 (+4 eff.) Teleport immunity: +15% Psi when hit: +2.30 Only die when reaching: -120.00 life Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Damage Resonance (when hit): +25% 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. |
mighty steel steamgun of lightningRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +8 lightning Attacks use: 2.0 Steam When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +3 Str Changes damage: +10% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's steel steamgunRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun 'Daybloom'Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 On weapon hit: * 20% chance to blind Travel speed: +600% Burst (radius 1) on hit: +0 20% chance of physical repulsion Burst (radius 2) on crit: +2 light Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Mag / +8 Wil / +3 Cun Changes resistances penetration: +5% light / +16% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Turyderath (18/18, 53.5-64.2 power, 12 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 53.5 - 64.2 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Crit. chance: +12.5% Capacity: 18 On weapon hit: * 20% chance to corrode armour by 30% * 25% chance to put talents on cooldown Travel speed: +200% Damage (Ranged): +20 lightning Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +12 lightning / +12 acid When wielded/worn: Shots are used with slings to pummel your foes to death. |
Elama the Duathelgrinder (9/19, 68-81.6 power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 68.0 - 81.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 On weapon hit: * Slows global speed by 40% * 44% chance to inflict 15% damage reduction Damage (Ranged): +36 darkness / +8 nature / +8 arcane Burst (radius 1) on hit: +8 nature / +20 arcane Burst (radius 2) on crit: +8 darkness When wielded/worn: Shots are used with slings to pummel your foes to death. |
Shadowking the pouch of voratun shots (20/20, 54.5-65.4 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +24.0% Capacity: 20 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 20% chance to inflict 15% damage reduction On weapon crit: * cripple the target Travel speed: +300% Damage (Ranged): +15 cold / +42 darkness Damage against: +20% Living When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
plaguebringer's pouch of voratun shots of annihilation (20/20, 64.5-77.4 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 64.5 - 77.4 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +19.0% Capacity: 20 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease Travel speed: +200% Damage (Ranged): +20 blight Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Islinor' (53/53, 55.5-66.6 power, 10 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.5 - 66.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Capacity: 53 On weapon hit: * 44 arcane resource burn * Slows global speed by 44% Travel speed: +200% Damage (Ranged): +12 physical When wielded/worn: Ammo reloads per turn: +9 Shots are used with slings to pummel your foes to death. |
duelist's reinforced leather armour of fire resistance (10 def, 14 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +8% Changes stats: +9 Cun / +7 Dex Changes resistances: +19% fire A suit of armour made of leather. |
drakeskin leather armour 'Aeryldath' (5 def, 8 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Armour Hardiness: +0% Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +7 Str / +2 Wil Changes resistances: +16% blight / +15% physical / +25% darkness / +16% nature Reduced damage from: +10% Unnatural Physical save: +9 (+3 eff.) Mental save: +13 (+4 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +2.20 Hate when firing a critical mind attack: +1.00 Maximum life: +54.00 Light radius: +1 Healing mod.: +22% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Torchstinger the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: +0% Damage when hit (Melee): 12 nature / 8 fire Changes stats: +4 Dex / +4 Cun / +7 Lck Changes resistances: +9% fire Changes resistances penetration: +20% fire Changes damage: +21% nature / +6% fire Trap disarming bonus: +11 Stealth bonus: +8 Maximum encumbrance: +0 Infravision radius: +5 A belt that goes around your waist. |
enveloping cashmere cloak of Iron Throne (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Changes stats: +2 Str / +3 Con Physical save: +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firebreacher (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +29 (+6 eff.) Defense: +3 (+1 eff.) Fatigue: -9% Damage when hit (Melee): 20 acid Changes resistances: +0% lightning / +3% fire Changes resistances penetration: +10% acid / +15% fire Changes damage: +6% acid Physical save: +26 (+6 eff.) Mental save: +24 (+6 eff.) Stun/Freeze immunity: +0% Only die when reaching: -100.00 life Maximum life: +97.00 Maximum stamina: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Polymira (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes resistances penetration: +15% mind Changes damage: +9% mind Stamina each turn: +0.20 Psi when hit: +0.20 Maximum life: +39.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +3% Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
polar hardened leather gloves of dexterity (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +2 Damage (Melee): 7 cold Changes stats: +3 Dex Changes resistances: +6% cold Changes damage: +5% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Prismstun' (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +6 Armour: +3 Changes stats: +7 Cun / +7 Dex Changes damage: +12% mind Critical mult.: +5.00% Physical save: +9 (+3 eff.) Mental save: +39 (+10 eff.) Disarm immunity: +42% Mana each turn: +0.40 Spellpower: +12 (+6 eff.) Spell crit. chance: +8% Mindpower: +6 (+1 eff.) Light radius: +3 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% 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. |
iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +2 Str Metal gloves protecting the hands up to the middle of the lower arm. |
Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 220.32 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Isirelle the cashmere wizard hat (2 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +3 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +3 Con Changes resistances: +11% mind / +6% blight Changes damage: +6% temporal / +6% light / +8% physical / +12% mind / +8% darkness Physical save: +27 (+7 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -20.00 life Maximum psi: +10.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +3% Light radius: +0 It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 79.91 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
hardened leather hat 'Cyraldatira' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +3 Fatigue: -9% Changes stats: +3 Str / +3 Dex / +2 Mag / +1 Wil Changes resistances: +9% blight / +6% nature / +5% arcane Reduces incoming crit damage: 10.00% Mental save: +8 (+2 eff.) Light radius: +1 A hat made of leather. Very stylish. |
hardened leather hat 'Tarrelagrim' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +12 Dex / +2 Wil Mental save: +9 (+3 eff.) Equilibrium when hit: +0.12 Mental crit. chance: +4% A hat made of leather. Very stylish. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Physical power: -10 (-2 eff.) Defense: -10 (-2 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-5 eff.) Mindpower: -10 (-1 eff.) Light radius: +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. |
Zanithad the Dimpain (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -3% Changes stats: +7 Str / +4 Dex / +6 Cun / +9 Con Changes resistances: +6% darkness Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
11 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
645 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Demonstar'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% darkness Changes resistances penetration: +10% fire Physical save: +10 (+3 eff.) Light radius: +8 Healing mod.: +19% A normal brass lantern, enhanced by alchemy to make it brighter. |
strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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 ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
perfect thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Burst (radius 1) on hit: +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 68] amazing fiery salve [power 68]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 273% efficiency and 76% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (68% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 68] amazing frost salve [power 68]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 273% efficiency and 76% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (68% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 984] amazing healing salve [power 984]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 273% efficiency and 76% cooldown modifier. It can be used to heal 984, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 861] amazing pain suppressor salve [power 861]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 273% efficiency and 76% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -861 life and reduces all damage by 30% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 68] amazing water salve [power 68]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 273% efficiency and 76% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (68% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
dream-smith's voratun pickaxe (dig speed 11 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes damage: +14% mind / +8% fire Mental save: +9 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
voratun torque of kinetic psionic shield 'Branulach' [power 143] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% mind Maximum wards: +3 physical / +4 mind / +4 darkness Changes damage: +12% mind Talents granted: +5 Telekinetic Blast +1 Ward Maximum mana: +60.00 Maximum vim: +40.00 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 143 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
Pitchviper [power 76] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes damage: +9% darkness / +9% acid Talent cooldown: Lay Web (-2 turns) Talent granted: +9 Lay Web It can be used to harden the skin for 7 turns increasing armour by 76 and armour hardiness by 70%, putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
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 (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Mubmub the Kruk Yeti Psyshot level 28
30th Revenge 124th year of Ascendancy at 15:51 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Mubmub the Kruk Yeti Psyshot level 11
42nd Retaking 124th year of Ascendancy at 23:10 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Mubmub the Kruk Yeti Psyshot level 55
28th Destruction 124th year of Ascendancy at 13:47 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Mubmub the Kruk Yeti Psyshot level 36
19th Dearth 124th year of Ascendancy at 10:34 see stats
Dethroned (Insane (Roguelike) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Mubmub the Kruk Yeti Psyshot level 74
14th Retaking 125th year of Ascendancy at 12:21 see stats
Do not go gentle into that good night (Insane (Roguelike) difficulty)
Trapped John.By Mubmub the Kruk Yeti Psyshot level 49
48th Loss 124th year of Ascendancy at 15:14 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Mubmub the Kruk Yeti Psyshot level 34
15th Dearth 124th year of Ascendancy at 15:24 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Mubmub the Kruk Yeti Psyshot level 47
22nd Loss 124th year of Ascendancy at 06:54 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Mubmub the Kruk Yeti Psyshot level 28
22nd Revenge 124th year of Ascendancy at 07:15 see stats
For a Few Gold More (Insane (Roguelike) difficulty)
Completely deplete an AAA's stock.By Mubmub the Kruk Yeti Psyshot level 55
31st Destruction 124th year of Ascendancy at 01:42 see stats
I did not want that! (Insane (Roguelike) difficulty)
Tricked Nektosh into killing one of his own people.By Mubmub the Kruk Yeti Psyshot level 32
50th Revenge 124th year of Ascendancy at 06:08 see stats
Imp'ing Away (Insane (Roguelike) difficulty)
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Mubmub the Kruk Yeti Psyshot level 74
9th Retaking 125th year of Ascendancy at 02:12 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mubmub the Kruk Yeti Psyshot level 10
32nd Retaking 124th year of Ascendancy at 05:56 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Mubmub the Kruk Yeti Psyshot level 20
11st Revenge 124th year of Ascendancy at 17:38 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Mubmub the Kruk Yeti Psyshot level 30
40th Revenge 124th year of Ascendancy at 20:49 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Mubmub the Kruk Yeti Psyshot level 40
36th Dearth 124th year of Ascendancy at 22:10 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Mubmub the Kruk Yeti Psyshot level 50
18th Destruction 124th year of Ascendancy at 18:18 see stats
Make Him Squirm (Insane (Roguelike) difficulty)
Made Nektosh use up the last of his power, then left the area and ignored him until beating the game. The other Whitehooves will catch on any second now...By Mubmub the Kruk Yeti Psyshot level 73
8th Retaking 125th year of Ascendancy at 14:47 see stats
No Steam, No Palace. No Palace, No Palace! (Insane (Roguelike) difficulty)
Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By Mubmub the Kruk Yeti Psyshot level 63
49th Destruction 124th year of Ascendancy at 03:50 see stats
Once Upon A Time, In the West... (Insane (Roguelike) difficulty)
Hear the Eidolon's retelling of the Scourge from the West's journey.By Mubmub the Kruk Yeti Psyshot level 65
27th Remembrance 125th year of Ascendancy at 16:53 see stats
One Ill Turn Deserves Another (Insane (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Mubmub the Kruk Yeti Psyshot level 63
49th Destruction 124th year of Ascendancy at 03:50 see stats
Radiant Horrorc (Insane (Roguelike) difficulty)
While fighting in a Sunwall zone, use a Fiery Salve to reach at least 66% affinity for Fire and Light. Pointing and laughing is optional.By Mubmub the Kruk Yeti Psyshot level 66
36th Remembrance 125th year of Ascendancy at 00:57 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Mubmub the Kruk Yeti Psyshot level 41
38th Dearth 124th year of Ascendancy at 00:44 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Mubmub the Kruk Yeti Psyshot level 56
37th Destruction 124th year of Ascendancy at 21:39 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Mubmub the Kruk Yeti Psyshot level 32
4th Pain 124th year of Ascendancy at 19:02 see stats
The Dead God Rests (Insane (Roguelike) difficulty)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Mubmub the Kruk Yeti Psyshot level 73
8th Retaking 125th year of Ascendancy at 14:47 see stats
The High Lady's Destiny (Finale) (Insane (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Mubmub the Kruk Yeti Psyshot level 45
6th Loss 124th year of Ascendancy at 22:38 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Mubmub the Kruk Yeti Psyshot level 71
4th Retaking 125th year of Ascendancy at 14:24 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Mubmub the Kruk Yeti Psyshot level 22
15th Revenge 124th year of Ascendancy at 04:05 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mubmub the Kruk Yeti Psyshot level 33
15th Dearth 124th year of Ascendancy at 13:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mubmub the Kruk Yeti Psyshot level 16
5th Revenge 124th year of Ascendancy at 04:15 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Mubmub the Kruk Yeti Psyshot level 38
29th Dearth 124th year of Ascendancy at 20:07 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Mubmub the Kruk Yeti Psyshot level 52
27th Destruction 124th year of Ascendancy at 01:14 see stats
Log
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Ice wall hits Mubmub for (7 resist armour), 0 cold (0 total damage).
Resting starts...
Mubmub no longer feels strong.
Talent Psyshot is ready to use.
Mubmub is no longer resonating.
Talent Forced Gestalt is ready to use.
Rested for 10 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Pain Enhancement System is ready to use.
Rested for 2 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).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Mubmub deactivates Chant of Fortress.
Mubmub deactivates Gestalt.
Mubmub tessellates his cloak!
Mubmub deactivates Roll With It.
Mubmub deactivates Molten Iron Blood.
Mubmub deactivates Mechanical Arms.


































































































































































