Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official 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:
Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.6.0Donators/Buyers bonus! Wall Clock 1.6.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Effects Under Actors 1.6.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.6.7Official 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 Adventure |
Sex | Female |
Race | Kruk Yeti |
Class | Anorithil |
Level / Exp | 50 / 1698% |
Size | medium |
Lifes / Deaths | Killed by Betolle the blinkwyrm at level 50 on the 19th Retaking 125th year of Ascendancy at 18:30 6 / 1 |
Primary Stats
Strength | 35 (base 10) |
Dexterity | 38 (base 29) |
Constitution | 73 (base 60) |
Magic | 80 (base 60) |
Willpower | 26 (base 10) |
Cunning | 71 (base 60) |
Resources
Mana | 354/354 |
Negative | 162/162 |
Life | 1457/1457 |
Positive | 162/162 |
Steam | 0/110 |
Healing Factor | 1.611599463402 |
Regeneration | 30.143697201067 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -996 |
Infravision | 10 |
ESP Range | 20 |
ESP Kinds | humanoid, giant |
Offense: Mainhand
Damage | 44 |
Accuracy | 40 |
Crit Chance | 40% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 19 |
Accuracy | 40 |
Crit Chance | 40% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 76% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +136% |
Light | +68% |
Fire | +36% |
Physical | +35% |
Mind | +31% |
All | +25% |
Offense: Damage Penetration
Light | +78% |
Darkness | +73% |
Fire | +63% |
All | +38% |
Defense: Base
Armour (hardiness) | 71.551211628464 (74.117647058824%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 30 |
Physical Save | 66 |
Spell Save | 48 |
Mental Save | 34 |
Defense: Resistances
Acid | + 53%( 70%) |
Arcane | + 31%( 70%) |
Cold | + 53%( 70%) |
All | + 27%( 70%) |
Darkness | + 75%( 75%) |
Light | + 81%( 85%) |
Temporal | + 38%( 70%) |
Physical | + 42%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 47%( 70%) |
Mind | + 63%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 62% |
Poison Resistance | 70% |
Blind Resistance | 28% |
Silence Resistance | 87% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Disarm Resistance | 32% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
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 159% efficiency and cooldown mod of 52%. |
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 158% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 500 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 599% 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. |
Class Talents
Celestial / Circles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Glyphs | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Celestial / Twilight | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Celestial / Sunlight | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Celestial / Hymns | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Steam Powered Armour |
talent | Corona |
talent | Hymn of Perseverance |
talent | Premonition |
talent | Glyphs |
talent | Chant of Resistance |
beneficial effect | Gain 15% all damage and 10% all res. Empowered by the shadows |
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 |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * 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 | pair of dwarven-steel boots 'Brightsweeper' (0 def, 4 armour) pair of dwarven-steel boots 'Brightsweeper' (0 def, 4 armour) 3.0 T3 feet armor [Rare] Arcane While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +25% fire Acc +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +15% temporal +6% fire +2% physical Phys.save +15 (+4 eff.) Stealth +0 Silence- +37% Confus- +34% Pinning- +25% Stun/Frz- +38% Knockbk- +25% Teleport- +100% Def/telep +10 Res/telep +10% Dur/telep +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Dúathedlen Heart Dúathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | fearwoven cashmere wizard hat of darkness (+31%) (2 def, 0 armour) fearwoven cashmere wizard hat of darkness (+31%) (2 def, 0 armour) 2.0 T3 head armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +7 (+4 eff.) Dmg.mod +24% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +31% darkness +6% physical Silence- +50% ---------- misc Max.hate +8.00 A pointy cloth hat, very wizardly... |
On hands | spellstreaming voratun gauntlets of war-making (0 def, 3 armour) spellstreaming voratun gauntlets of war-making (0 def, 3 armour) 1.5 T4 hands armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +13.0% Spell.crit +18% Mind.crit +9% Crit.mult +10.00% Spell.pwr +11 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Mana/turn +0.27 Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Obsidianrune [power 518] (20 cooldown) Obsidianrune [power 518] (20 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +5 Str +3 Mag +3 Con dps ---------- Res.pen +10% darkness Melee Ret 4 mind Create a shield absorbing up to 518 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Murkstrike the voratun ring Murkstrike the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Spell.crit +2% Dmg.mod +24% darkness ----- def ----- Armour +16 Resists +9% darkness Phys.save +18 (+4 eff.) Spell.save +18 (+6 eff.) Mind.save +14 (+7 eff.) HP.reg +4.45 Heal.mod +22% Disarm- +22% Stun/Frz- +22% Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
On fingers | Ring of Lost Love Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Around neck | Pendant of the Sun and Moons Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.9 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 30 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
In main hand | Dayburst the yew starstaff (120% power, 4 apr, darkness element) Dayburst the yew starstaff (120% power, 4 apr, darkness element) 5.0 T3 staff 1H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +7% Phys.pwr +11 (+3 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +20% darkness +9% light +6% mind Res.pen +25% light Acc +10 (+4 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Resists +15% mind +18% light ---------- misc Mana/turn +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
Around waist | Belilathakath Belilathakath 1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Fatigue +0% Resists +8% fire +6% mind +9% cold Crit.dmg- 15.00% Phys.save +12 (+3 eff.) Mind.save +3 (+2 eff.) Die.at -20.00 life HP.reg +4.00 Disarm- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +0 A belt that goes around your waist. |
In off hand | Xurathra the stralite steamsaw (135% power, 0 apr) Xurathra the stralite steamsaw (135% power, 0 apr)3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 136% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Cun +8 Mag dps ---------- Crit.mult +10.00% Phys.pwr +15 (+5 eff.) Dmg.mod +15% light +11% darkness Res.pen +13% all Acc +18 (+6 eff.) Apr +11 ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +10% Resists +22% acid +5% arcane +16% light +18% darkness ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | cashmere cloak 'Belythra' (8 def, 0 armour) cashmere cloak 'Belythra' (8 def, 0 armour) 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +9 Wil +4 Con dps ---------- Spell.crit +6% Dmg.mod +13% darkness Res.pen +10% darkness ----- def ----- Defense +8 (+3 eff.) Resists +30% lightning +19% darkness +3% mind Phys.save +9 (+2 eff.) Stealth +8 Stun/Frz- +50% ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Steam Powered Armour (23 def, 25 armour) Steam Powered Armour (23 def, 25 armour) 22.0 T5 massive armor Reqs - Massive armour training Str 60 [Unique] Steamtech The more steam the better! While equipped: Stats +9 Str +6 Dex ----- def ----- Armour +25 Defense +23 (+6 eff.) Fatigue +12% Resists +25% lightning Phys.save +55 (+14 eff.) HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Stun/Frz- +50% ---------- misc Max.steam +10.00 Talents +5 Steam Powered Armour Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
Inventory
steam generator implant (steam 9) steam generator implant (steam 9)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 44 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the wizard (die at -459; dur 6; cd 30) heroism infusion of the wizard (die at -459; dur 6; cd 30)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -459 life. The duration and life will increase by 1% for every 1% life you have lost (currently 459 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the wizard (range 8; phase 30; cd 10) blink rune of the wizard (range 8; phase 30; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 36; cd 13) shatter afflictions rune (absorb 36; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 36 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Acid Groove 2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating 2 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web 2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser 2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin 2 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw 2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade 2 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Bethariama the steel amulet Bethariama the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +2 Mag +2 Wil +9 Con ----- def ----- Crit.dmg- 15.00% Amulets can have magical properties. |
Gardanion, the Light of God Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+13 eff.) Steampwr +40 (+14 eff.) Spell.pwr +40 (+10 eff.) Mind.pwr +40 (+15 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Soot's kiss the gold amulet Soot's kiss the gold amulet0.1 T3 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +9 (+4 eff.) Dmg.mod +6% darkness Res.pen +25% darkness +10% acid On Hit (Melee): * 20% chance to reduce damage dealt by 20% * 20% chance to reduce armor by 38% ----- def ----- Resists +15% acid +6% darkness Mind.save +9 (+5 eff.) Confus- +17% Amulets can have magical properties. |
clarifying gold amulet of strength (+4) clarifying gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +10% mind Confus- +26% Amulets can have magical properties. |
grounding steel amulet of willpower (+2) grounding steel amulet of willpower (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +12% lightning Stun/Frz- +22% Amulets can have magical properties. |
protective copper amulet of the eclipse protective copper amulet of the eclipse0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 5 light 6 darkness Dmg.mod +5% light +6% darkness On Melee Ret: * 6% chance to reduce damage dealt by 20% * 5% chance to blind ----- def ----- Armour +4 Defense +5 (+2 eff.) Res.Cap +2% all Phys.save +9 (+2 eff.) Amulets can have magical properties. |
restful gold amulet of the eclipse restful gold amulet of the eclipse0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 10 light 8 darkness Dmg.mod +8% light +8% darkness On Melee Ret: * 8% chance to reduce damage dealt by 20% * 8% chance to blind ----- def ----- Fatigue -6% HP.reg +3.00 Amulets can have magical properties. |
starseer's stralite amulet of manastreaming starseer's stralite amulet of manastreaming0.1 T4 amulet jewelry [Ego++] Arcane While equipped: Stats +7 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) S.pwr/crit +5 Dmg.mod +6% darkness +6% temporal +8% light +6% physical ---------- misc Mana/turn +0.34 Max.mana +49.00 Amulets can have magical properties. |
warmaker's steel amulet warmaker's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +6 Str +6 Dex +5 Wil Amulets can have magical properties. |
Earylethel the Blindvortex Earylethel the Blindvortex0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Str ----- def ----- Armour +14 Defense +20 (+6 eff.) Resists +9% cold +6% temporal +20% darkness +5% arcane Crit.dmg- 10.00% HP.reg +4.00 Rings can have magical properties. |
Eilinulle the stralite ring Eilinulle the stralite ring0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +13 (+4 eff.) Mind.pwr +13 (+6 eff.) Melee Ret 4 physical ----- def ----- Armour +8 Resists +9% darkness Crit.dmg- 15.00% HP.reg +4.00 ---------- misc Equi/ret +0.16 Max.hate +8.00 Max.psi +50.00 Rings can have magical properties. |
Gowyn Gowyn0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +6 Dex +3 Wil dps ---------- On Hit (Melee): * 22 arcane resource burn ----- def ----- Resists +18% light +9% cold Crit.dmg- 15.00% Mind.save +14 (+7 eff.) Confus- +50% ---------- misc See.Invis +12 Rings can have magical properties. |
Smear's kiss the voratun ring Smear's kiss the voratun ring0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +3 Wil +8 Cun dps ---------- Phys.crit +4.0% Mind.crit +4% Spell.pwr +15 (+4 eff.) Apr +5 On Hit (Melee): * 26% chance to slow global speed by 50% ----- def ----- Defense +25 (+7 eff.) Resists +21% darkness Die.at -104.61 life Max.HP +100.00 Rings can have magical properties. |
Umbragrit the stralite ring Umbragrit the stralite ring0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Dmg.mod +18% darkness +24% physical Apr +3 Melee Ret 10 darkness ----- def ----- Resists +36% darkness +21% fire Disease- +20% Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
Wheel of Fate Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +12 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +22 (+6 eff.) Dmg.mod +15% light +21% cold Melee Ret 2 light ----- def ----- Resists +30% light +9% cold ---------- misc Light +3 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gladiator's voratun ring gladiator's voratun ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +8 Str +9 Con dps ---------- Phys.pwr +8 (+2 eff.) Rings can have magical properties. |
gold ring 'Darkimmortal' gold ring 'Darkimmortal'0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +30 (+10 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +14 Phys.save +9 (+2 eff.) Spell.save +11 (+4 eff.) Mind.save +11 (+6 eff.) Die.at -60.00 life Rings can have magical properties. |
gold ring of perseverance gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +3.00 Stun/Frz- +29% Rings can have magical properties. |
pixie's gold ring of luminosity pixie's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +4 Cun +7 Mag dps ---------- Spell.pwr +8 (+2 eff.) Melee+ 19 light Ranged+ 22 light Dmg.mod +15% light Rings can have magical properties. |
rogue's gold ring of clarity rogue's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +5 Cun ----- def ----- Defense +10 (+3 eff.) Mind.save +7 (+4 eff.) Confus- +24% Rings can have magical properties. |
stralite ring 'Murktrail' stralite ring 'Murktrail'0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness +36% cold Res.pen +25% darkness Melee Ret 6 cold On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +36% cold +18% darkness +9% light Rings can have magical properties. |
treant's stralite ring of life treant's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +6% nature +9% blight Max.HP +73.00 HP.reg +13.00 Heal.mod +14% Poison- +18% Disease- +21% Rings can have magical properties. |
voratun ring 'Brighttide' voratun ring 'Brighttide'0.1 T5 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +36% blight +15% fire +21% light +18% acid Res.pen +30% blight +33% fire Melee Ret 8 light 10 blight On Hit (Melee): * 26% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Mind.save +15 (+7 eff.) Confus- +39% Rings can have magical properties. |
voratun ring 'Glacierbrace' voratun ring 'Glacierbrace'0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag +9 Con dps ---------- Mind.crit +11% Mind.pwr +35 (+13 eff.) Dmg.mod +20% light +15% acid Res.pen +33% cold ----- def ----- Resists +40% light +40% acid ---------- misc Light +4 Rings can have magical properties. |
voratun ring 'Ravenoblivion' voratun ring 'Ravenoblivion'0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +5 Dex +8 Wil +8 Cun dps ---------- Mind.pwr +13 (+6 eff.) Res.pen +15% darkness On Hit (Melee): * 23% chance to reduce damage dealt by 20% ----- def ----- Resists +18% light ---------- misc Equi/ret +0.24 Hate/m.crit +5.66 Max.psi +56.57 Light +3 Rings can have magical properties. |
Isath the voratun greatsword (173% power, 4 apr) Isath the voratun greatsword (173% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Rare] Nature Power 173% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 nature On Hit.r1 +26 mind While equipped: Stats +6 Cun +7 Wil dps ---------- Mind.crit +7% Crit.mult +26.46% Dmg.mod +9% arcane +12% blight Res.pen +15% blight +20% arcane Melee Ret 13 arcane ---------- misc Equi/ret +0.24 Hate/m.crit +4.00 Massive two-handed swords. |
balanced voratun greatsword of crippling (176% power, 4 apr) balanced voratun greatsword of crippling (176% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master Power 176% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +21.0% Acc +21 (+7 eff.) ----- def ----- Defense +17 (+5 eff.) Disarm- +66% Massive two-handed swords. |
balanced voratun greatsword of vileness (175% power, 4 apr) balanced voratun greatsword of vileness (175% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Arcane/Master Power 175% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 blight On Hit: * 42% chance to reduce strength, dexterity, and constitution by 28 While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +19 (+5 eff.) Disarm- +70% Massive two-handed swords. |
blazebringer's voratun greatsword (172% power, 4 apr) blazebringer's voratun greatsword (172% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Nature Power 173% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +69 fire While equipped: dps ---------- All.spd +15% Res.pen +33% fire Massive two-handed swords. |
thought-forged voratun greatsword of dampening (170% power, 4 apr) thought-forged voratun greatsword of dampening (170% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Disrupt/Psionic Power 171% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +35 mind On Hit: * 41% chance to reduce all saves and defense by 24 While equipped: Stats +10 Cun +10 Wil ----- def ----- Resists +24% acid +20% lightning +24% cold +24% fire +14% all Spell.save +21 (+7 eff.) Massive two-handed swords. |
acidic voratun mace of massacre (173% power, 6 apr) acidic voratun mace of massacre (173% power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego] Arcane/Master Power 173% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 Blunt and deadly. |
flaming voratun mace of massacre (171% power, 6 apr) flaming voratun mace of massacre (171% power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego] Arcane/Master Power 172% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +17 fire Blunt and deadly. |
cruel yew starstaff of illumination (120% power, 4 apr, physical element) cruel yew starstaff of illumination (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego] Nature/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Crit.mult +16.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% physical ----- def ----- Defense +11 (+3 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 120.68 light damage. Staves designed for wielders of magic, by the greats of the art. |
short elm magestaff of illumination (100% power, 2 apr, lightning element) short elm magestaff of illumination (100% power, 2 apr, lightning element)5.0 T1 staff 1H weapon [Ego] Nature/Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Defense +7 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 120.68 light damage. Staves designed for wielders of magic, by the greats of the art. |
enhanced dwarven-steel steamgun of true flight enhanced dwarven-steel steamgun of true flight4.0 T3 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +8 Str +7 Dex +6 Mag +6 Wil +6 Cun +4 Con dps ---------- Phys.crit +8.0% Acc +8 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
coruscating voratun steamsaw of massacre (166% power, 0 apr) coruscating voratun steamsaw of massacre (166% power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Arcane/Master/Steamtech Power 167% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +110 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Str dps ---------- Melee Ret 31 fire ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +19% fire ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
impervious iron steamsaw of patience (98% power, 0 apr) impervious iron steamsaw of patience (98% power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 99% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +7 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Con ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue +4% Resists +12% temporal Phys.save +7 (+2 eff.) ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 5.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (408) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
truestriking voratun steamsaw (149% power, 0 apr) truestriking voratun steamsaw (149% power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Master/Steamtech Power 149% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +100 Uses 1.0 Steam While equipped: dps ---------- Res.pen +14% physical Acc +14 (+5 eff.) Apr +15 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming voratun waraxe of massacre (168% power, 6 apr) flaming voratun waraxe of massacre (168% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego] Arcane/Master Power 168% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +20 fire One-handed war axes. |
Emblem of Evasion Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+6 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 23 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Relgimas the Scaldhunt Relgimas the Scaldhunt1.0 T5 belt armor [Rare] Nature While equipped: dps ---------- Spell.crit +6% Spell.pwr +39 (+10 eff.) S.pwr/crit +12 Res.pen +25% arcane +33% fire Melee Ret 8 arcane ----- def ----- Resists +11% lightning +15% temporal +24% fire ---------- misc Mana/turn +0.20 Mana/s.crit +2.62 Light +4 A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind +0% lightning Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Stun/Frz- +0% ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 39 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Shinewrest the elven-silk cloak (3 def, 0 armour) Shinewrest the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +8% Dmg.mod +27% lightning +18% cold Res.pen +20% light Melee Ret 13 fire ----- def ----- Defense +3 (+1 eff.) Resists +39% lightning +21% light ---------- misc Light +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Velalle' (30 def, 10 armour) elven-silk cloak 'Velalle' (30 def, 10 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Mind.crit +2% Dmg.mod +15% mind ----- def ----- Armour +10 Defense +30 (+8 eff.) Phys.save +32 (+8 eff.) Spell.save +19 (+7 eff.) Mind.save +21 (+9 eff.) Max.HP +42.00 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's elven-silk robe of life (0 def, 0 armour) dreamer's elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +12% blight +15% darkness +14% mind +15% all Phys.save +16 (+4 eff.) Spell.save +14 (+5 eff.) Mind.save +23 (+10 eff.) Max.HP +84.00 HP.reg +5.50 Heal.mod +20% Poison- +0% Disease- +0% Cut- +0% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of the mind (+29%) (0 def, 0 armour) mindwoven elven-silk robe of the mind (+29%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +29% mind ----- def ----- Resists +29% mind +15% all Mind.save +30 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of blight (+26%) (0 def, 0 armour) timebroken silk robe of blight (+26%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +26% blight +25% temporal +25% arcane ----- def ----- Resists +26% blight +13% all ---------- misc Max.mana +82.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of Angolwen (0 def, 0 armour) woollen robe of Angolwen (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +11 (+3 eff.) S.pwr/crit +4 ----- def ----- Resists +9% all Silence- +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Phys.save +0 (+0 eff.) Pinning- +50% Knockbk- +0% Teleport- +0% Generate 3 steam each time you walk. Boots. But with steam power! |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+3 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 72.31 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Mardyruiblek the drakeskin leather gloves (0 def, 3 armour) Mardyruiblek the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Str +4 Dex +1 Cun dps ---------- Melee+ 16 light Dmg.mod +5% light Acc +18 (+6 eff.) ----- def ----- Armour +3 Resists +10% light Phys.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Disarm- +34% ---------- misc Light +3 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+2 eff.) Acc +20 (+7 eff.) Apr +15 ----- def ----- Defense +10 (+3 eff.) Resists +20% fire Blind- +100% Silence- +0% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-4 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Silence- +0% Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Ravenorder the cashmere wizard hat (2 def, 0 armour) Ravenorder the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +7 Dex dps ---------- Dmg.mod +13% arcane Res.pen +25% darkness +20% fire ----- def ----- Defense +2 (+1 eff.) Crit.dmg- 10.00% Silence- +0% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +57.00 Light +3 Infravis +2 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Glownail' (2 def, 0 armour) cashmere wizard hat 'Glownail' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +25% mind +25% light Melee Ret 10 light On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning +11% temporal Silence- +0% ---------- misc Light +3 A pointy cloth hat, very wizardly... |
Xerith the drakeskin leather armour (20 def, 8 armour) Xerith the drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Random Unique] Master/Psionic While equipped: Stats +10 Str +9 Wil +6 Cun dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +26% acid +15% physical +27% darkness +12% temporal +3% nature +6% light Spell.save +6 (+2 eff.) Mind.save +24 (+10 eff.) ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
2 agate 2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
733 alchemist agate 733 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
29 onyx 29 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
37 lapis lazuli 37 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Greenwend the dwarven-steel pickaxe (dig speed 28 turns) Greenwend the dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +9% physical Acc +5 (+2 eff.) Melee Ret 8 nature ----- def ----- Defense +10 (+3 eff.) Fatigue -7% Resists +12% nature Silence- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
41 emerald 41 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Ivora the Boltprophet Ivora the Boltprophet1.0 T3 lite [Rare] Arcane While equipped: Stats +8 Str +4 Wil +10 Cun dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +9% temporal ----- def ----- Resists +11% blight +12% temporal +11% darkness +12% lightning ---------- misc Light +4 Infravis +5 See.Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 34 blight damage or heals 41 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Light of Revelation Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Umbraphage Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 290.76 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Ureslak's Focus Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
6 bloodstone 6 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 fire opal 12 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
27 garnet 27 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby 6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 33] amazing fiery salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 59% cooldown modifier. Remove 3 magical effects and grants a fiery aura (33% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 33] amazing frost salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 59% cooldown modifier. Remove 3 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 469] amazing healing salve [power 469]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 59% cooldown modifier. Heal 469 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing water salve [power 33] amazing water salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 158% efficiency and 59% cooldown modifier. Remove 3 mental effects and grants a water aura (33% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
voratun grapple voratun grapple0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
soothing voratun torque of gale force [power 475] (15 cooldown) soothing voratun torque of gale force [power 475] (15 cooldown)2.0 T5 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 14 spaces and dealing 641 physical damage Puts all charms on 15 cooldown 100% to heal for 72. Torques are made by powerful psionics to store psionic powers. |
Freezefame the dragonbone totem of stinging [power 512] (15 cooldown) Freezefame the dragonbone totem of stinging [power 512] (15 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +22.27% Spell.pwr +33 (+9 eff.) Dmg.mod +9% blight +24% cold Res.pen +15% cold Phasing +30% Melee Ret 6 temporal ----- def ----- Resists +9% cold ---------- misc Mana/turn +0.28 Sting an enemy dealing 640 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Rootbrand the dragonbone totem of stinging [power 410] (15 cooldown) Rootbrand the dragonbone totem of stinging [power 410] (15 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +2 Mag dps ---------- Res.pen +10% darkness Melee Ret 10 nature On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Resists +6% nature Sting an enemy dealing 512 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 108. 100% to increase all damage by 27% for 2 turns. 100% to increase all damage penetration by 29% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Urtheduchik the elven-wood totem of thorny skin [power 67] (20 cooldown) Urtheduchik the elven-wood totem of thorny skin [power 67] (20 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +11 Cun dps ---------- Res.pen +25% mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Mind.save +9 (+5 eff.) Die.at -60.00 life ---------- misc Hate/m.crit +5.00 Max.stam +20.00 Harden the skin for 7 turns increasing armour by 67 and armour hardiness by 60% Puts all charms on 20 cooldown 100% to increase all damage by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick yew totem of stinging [power 212] (10 cooldown) quick yew totem of stinging [power 212] (10 cooldown)2.0 T3 totem charm [Ego+] Nature Sting an enemy dealing 265 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
yew wand of conjuration 'Zeramnir' [power 260] (15 cooldown) yew wand of conjuration 'Zeramnir' [power 260] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Phys.crit +3.0% ----- def ----- Resists +6% light +3% darkness Silence- +20% Pinning- +10% Knockbk- +10% Teleport- +20% ---------- misc Wards +4 blight +4 lightning +4 light +4 mind Talents +1 Ward Fire a magical bolt dealing 325 acid damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 diamond 6 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone 6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
31 quartz 31 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Pyros Iriya the Kruk Yeti Anorithil level 8
20th Retaking 124th year of Ascendancy at 13:30 see stats
By Pyros Iriya the Kruk Yeti Anorithil level 11
29th Retaking 124th year of Ascendancy at 13:48 see stats
By Pyros Iriya the Kruk Yeti Anorithil level 50
41st Remembrance 125th year of Ascendancy at 16:20 see stats
By Pyros Iriya the Kruk Yeti Anorithil level 33
46th Pain 124th year of Ascendancy at 13:23 see stats
By Pyros Iriya the Kruk Yeti Anorithil level 37
22nd Dearth 124th year of Ascendancy at 11:13 see stats
By Pyros Iriya the Kruk Yeti Anorithil level 10
21st Retaking 124th year of Ascendancy at 18:53 see stats
By Pyros Iriya the Kruk Yeti Anorithil level 20
39th Revenge 124th year of Ascendancy at 06:49 see stats
By Pyros Iriya the Kruk Yeti Anorithil level 30
38th Pain 124th year of Ascendancy at 05:06 see stats
By Pyros Iriya the Kruk Yeti Anorithil level 40
10th Destruction 124th year of Ascendancy at 00:12 see stats
By Pyros Iriya the Kruk Yeti Anorithil level 50
36th Remembrance 125th year of Ascendancy at 16:35 see stats
By Pyros Iriya the Kruk Yeti Anorithil level 50
14th Revenge 125th year of Ascendancy at 22:50 see stats
By Pyros Iriya the Kruk Yeti Anorithil level 36
2nd Dearth 124th year of Ascendancy at 16:06 see stats
By Pyros Iriya the Kruk Yeti Anorithil level 37
20th Dearth 124th year of Ascendancy at 03:31 see stats
By Pyros Iriya the Kruk Yeti Anorithil level 50
45th Revenge 125th year of Ascendancy at 21:28 see stats
By Pyros Iriya the Kruk Yeti Anorithil level 44
41st Destruction 124th year of Ascendancy at 18:50 see stats
By Pyros Iriya the Kruk Yeti Anorithil level 24
19th Pain 124th year of Ascendancy at 16:10 see stats
By Pyros Iriya the Kruk Yeti Anorithil level 35
51st Pain 124th year of Ascendancy at 08:58 see stats
By Pyros Iriya the Kruk Yeti Anorithil level 17
13rd Revenge 124th year of Ascendancy at 03:08 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Pyros Iriya picks up (V.): flaming voratun mace of massacre (171% power, 6 apr).
Pyros Iriya picks up (Z.): coruscating voratun steamsaw of massacre (166% power, 0 apr).
Pyros Iriya picks up ( .): Forbidden Tome: "The Illusory Castle".
Pyros Iriya picks up ( .): Hand of the World-Shaper (0 def, 12 armour).
Pyros Iriya picks up ( .): soothing voratun torque of gale force [power 475] (15 cooldown).
Pyros Iriya picks up ( .): woollen robe of Angolwen (0 def, 0 armour).
Pyros Iriya picks up (u.): Gardanion, the Light of God.
Pyros Iriya picks up (U.): blazebringer's voratun greatsword (172% power, 4 apr).
Pyros Iriya picks up (U.): balanced voratun greatsword of vileness (175% power, 4 apr).
Lore found: Forbidden Tome: "The Illusory Castle"
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Hand of the World-Shaper
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Gardanion, the Light of God
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 4 turns (stop reason: dialog is displayed).
You don't see how to get there...
You don't see how to get there...
Pyros Iriya deactivates Premonition.
Pyros Iriya deactivates Hymn of Perseverance.
A shield forms around Pyros Iriya.
Pyros Iriya deactivates Corona.
Pyros Iriya deactivates Glyphs.
Pyros Iriya deactivates Chant of Resistance.
Pyros Iriya deactivates Steam Powered Armour.