Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows 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 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This 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 ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Gunslinger |
Level / Exp | 50 / 1793% |
Size | medium |
Lifes / Deaths | Killed by orc cryomancer at level 45 on the 15th Dearth 123rd year of Ascendancy at 05:15 4 / 4Killed by Layuriamira the orc cryomancer at level 46 on the 16th Dearth 123rd year of Ascendancy at 02:21 Killed by Vor, Grand Geomancer of the Pride at level 46 on the 17th Dearth 123rd year of Ascendancy at 13:37 Killed by TWO GUNS BABY at level 50 on the 15th Shortage 123rd year of Ascendancy at 21:51 |
Primary Stats
Strength | 38 (base 12) |
Dexterity | 129 (base 60) |
Constitution | 61 (base 32) |
Magic | 77 (base 60) |
Willpower | 13 (base 7) |
Cunning | 123 (base 60) |
Resources
Life | 1339/1339 |
Positive | 177/197 |
Steam | 100/100 |
Healing Factor | 1.8049470706755 |
Regeneration | 34.745231110503 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 10 |
Infravision | 11 |
See Stealth | 35 |
See Invisible | 25 |
Offense: Mainhand
Damage | 144 |
Accuracy | 103 |
Crit Chance | 108% |
APR | 39 |
Speed | 1.00 |
Offense: Offhand
Damage | 144 |
Accuracy | 103 |
Crit Chance | 108% |
APR | 39 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 52% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +17% |
Acid | +26% |
Light | +34% |
Temporal | +29% |
Darkness | +37% |
Physical | +141% |
Fire | +14% |
All | +8% |
Offense: Damage Penetration
Darkness | +49% |
Temporal | +34% |
Blight | +40% |
Physical | +86% |
All | +25% |
Defense: Base
Armour (hardiness) | 36 (57.155997060385%) |
Defense | 97 |
Ranged Defense | 97 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 36 |
Mental Save | 50 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 42%( 70%) |
Arcane | + 29%( 70%) |
Mind | + 34%( 70%) |
All | + 25%( 70%) |
Darkness | + 32%( 70%) |
Light | + 32%( 70%) |
Physical | + 42%( 70%) |
Lightning | + 68%( 70%) |
Fire | + 30%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Stun Resistance | 96% |
Confusion Resistance | 77% |
Poison Resistance | 20% |
Blind Resistance | 100% |
Silence Resistance | 46% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Disarm Resistance | 93% |
Pinning Resistance | 74% |
Instadeath Resistance | 100% |
Knockback Resistance | 75% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 1104% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity 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 170% efficiency and cooldown mod of 64%. Its effects scale with your Dexterity 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 175% efficiency and cooldown mod of 55%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.5 steam per turn. Can be activated for an instant burst of 97 steam. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Steamtech / Gunslinging | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.50 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Automation | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by dragonsfire trap. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Zuboda the large white snake. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed pouch of bone giant dust. * You've found the needed faerlhing fang. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Zanydil the pair of drakeskin leather boots (16 def, 6 armour) Zanydil the pair of drakeskin leather boots (16 def, 6 armour) 2.0 T5 feet armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +16 Dex +5 Wil +6 Con ----- def ----- Armour +6 Defense +16 (+3 eff.) Crit.chn- 10.00% Phys.save +16 (+6 eff.) HP.reg +10.00 Heal.mod +19% Silence- +46% Confus- +35% Pinning- +25% Stun/Frz- +46% Knockbk- +25% Teleport- +100% ---------- misc Infravis +2 A pair of boots made of leather. |
Quiver | Fogzephyr the pouch of voratun shots (21/21, 84-100 power, 9 apr) Fogzephyr the pouch of voratun shots (21/21, 84-100 power, 9 apr) 3.0 T5 shot ammo [Random Unique] Master/Psionic Power 83.5 - 100.2 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +22.0% Capacity 21 Proj.spd +200% Ranged+ +30 physical On Hit.r1 +12 temporal On Crit.r2 +24 darkness On Hit: * 20% chance to knock the target back 3 spaces and deal 178 physical damage On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +5 Talents +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | alchemist's lamp 'Chamarin' alchemist's lamp 'Chamarin' 1.0 T3 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Crit.mult +15.00% Phys.pwr +15 (+4 eff.) Dmg.mod +18% acid +20% light Apr +2 ----- def ----- Resists +2% physical Max.HP +53.00 ---------- misc Light +9 See.Stealth +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Eastern Wood Hat (16 def, 0 armour) Eastern Wood Hat (16 def, 0 armour) 2.0 T5 head armor [Unique] Master While equipped: Stats +13 Cun +19 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+7 eff.) Apr +15 ----- def ----- Defense +16 (+3 eff.) Blind- +100% ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Blind-Fight: No penalty when attacking invisible/stealthed 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) Steam Powered Gauntlets (0 def, 13 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +13 Disarm- +50% ---------- misc Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Tool | dragonbone totem of healing 'Yvorathra' [power 548] (15 cooldown) dragonbone totem of healing 'Yvorathra' [power 548] (15 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +7 Str +6 Con dps ---------- Dmg.mod +21% physical Acc +30 (+5 eff.) ---------- misc Vim/s.crit +2.00 Heal yourself and all friendly characters within 10 spaces for 548 Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | Mardyvon Mardyvon0.1 T4 ring jewelry [Rare] Master While equipped: Stats +10 Cun dps ---------- Crit.mult +20.69% Dmg.mod +15% physical ----- def ----- Defense +19 (+4 eff.) Resists +12% acid +5% arcane +9% mind Poison- +20% Cut- +20% ---------- misc Max.stam +20.00 Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +2 Mag +2 Wil +6 Cun dps ---------- Mov.spd +12% Acc +5 (+1 eff.) ----- def ----- Defense +11 (+3 eff.) Fatigue -10% Resists +3% mind +9% light Max.HP +49.00 Disarm- +43% Pinning- +49% Knockbk- +50% ---------- misc Max.enc +39 Can be unequipped or rerolled. 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 Puts all charms on 1 cooldown Activation is instant. "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 | Poryleriatha Poryleriatha0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +5 Cun +6 Con dps ---------- Mind.crit +2% Crit.mult +5.00% Mov.spd +10% ----- def ----- Fatigue -5% Resists +6% nature Phys.save +11 (+4 eff.) Spell.save +14 (+6 eff.) Mind.save +16 (+6 eff.) HP.reg +1.00 Heal.mod +11% Cut- +50% ---------- misc Stam/turn +0.30 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 196 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | voratun steamgun 'Dourblood' voratun steamgun 'Dourblood' 4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Crit +4.0% Atk.spd 100% Range +10 Proj.spd +600% On Hit: * flashes light on your target dealing 142 damage Uses 2.0 Steam While equipped: Stats +7 Mag +7 Con dps ---------- Phys.crit +14.0% Crit.mult +15.00% Dmg.mod +15% physical +9% temporal Res.pen +13% physical +9% temporal Acc +28 (+5 eff.) Apr +2 ----- def ----- Armour +7 Resists +3% darkness ---------- misc Reload +5 Masteries +0.10 Wild-gift/Fungus +0.20 Chronomancy/Bow Threading Instant Weapon Swap Regenerate 260 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Kilnsmasher the drakeskin leather belt Kilnsmasher the drakeskin leather belt 1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +10.0% Mind.crit +10% Crit.mult +12.00% Phys.pwr +3 (+1 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +6% fire Res.pen +15% blight Melee Ret 2 fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Resists +6% blight Phys.save +14 (+5 eff.) A belt that goes around your waist. |
In off hand | Treenight Treenight 4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: * flashes light on your target dealing 137 damage Uses 2.0 Steam While equipped: dps ---------- Phys.crit +5.0% Crit.mult +15.00% Steampwr +12 (+2 eff.) Dmg.mod +6% light +22% physical Res.pen +18% physical Acc +15 (+2 eff.) ----- def ----- Resists +15% lightning +6% fire +3% nature ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | Pitchbright (4 def, 0 armour) Pitchbright (4 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +26.00% Phys.pwr +4 (+1 eff.) Dmg.mod +3% darkness Res.pen +10% darkness Acc +13 (+2 eff.) Apr +11 ----- def ----- Defense +4 (+1 eff.) Fatigue -4% Resists +16% blight +30% lightning +17% nature +6% darkness Spell.save +7 (+3 eff.) Stealth +8 HP.reg +8.00 Heal.mod +17% Stun/Frz- +50% ---------- misc Mana/s.crit +2.00 Vim/s.crit +1.00 Max.vim +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Glorarenor the Blazequeen (0 def, 10 armour) Glorarenor the Blazequeen (0 def, 10 armour) 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +7 Cun dps ---------- Mind.crit +5% Crit.mult +20.00% Mind.pwr +9 (+3 eff.) Dmg.mod +9% lightning +50% physical +26% darkness +12% temporal Res.pen +14% darkness +15% physical ----- def ----- Armour +10 Resists +12% lightning +20% physical +15% all Crit.chn- 35.00% Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Hate/m.crit +4.00 Psi/m.crit +4.00 Max.hate +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 136% / cooldown 54%) medical injector implant (efficiency 136% / cooldown 54%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 54%. 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 duelist (efficiency 184% / cooldown 64%) medical injector implant of the duelist (efficiency 184% / cooldown 64%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 184% efficiency and cooldown mod of 64%. Its effects scale with your Dexterity stat. 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 sneak (efficiency 201% / cooldown 66%) medical injector implant of the sneak (efficiency 201% / cooldown 66%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 201% efficiency and cooldown mod of 66%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 16) steam generator implant of the duelist (steam 16)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 16.1 steam per turn. Can be activated for an instant burst of 81 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 17) steam generator implant of the warrior (steam 17)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 17.1 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion (heal 92; cd 12) healing infusion (heal 92; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 92 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 900%; cd 12) movement infusion of the sneak (speed 900%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 900% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 514; 12 cd) regeneration infusion of the duelist (heal 514; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Ablative Armour schematic: Ablative Armour0.1 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. |
5 schematic: Acid Groove 5 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. |
4 schematic: Air Recycler 4 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. |
2 schematic: Alchemist's Helper 2 schematic: Alchemist's Helper0.1 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. |
4 schematic: Antimagic Shell 4 schematic: Antimagic Shell0.1 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. |
5 schematic: Armour Reinforcement 5 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: Back Support 2 schematic: Back Support0.1 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. |
3 schematic: Botanical Shell 3 schematic: Botanical Shell0.1 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. |
5 schematic: Corrosive Shell 5 schematic: Corrosive Shell0.1 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: Crystal Edge 2 schematic: Crystal 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. |
schematic: Crystal Plating schematic: Crystal Plating0.1 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. |
4 schematic: Deflection Field 4 schematic: Deflection Field0.1 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. |
5 schematic: Explosive Shell 5 schematic: Explosive Shell0.1 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. |
3 schematic: Fatal Attractor 3 schematic: Fatal Attractor0.1 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. |
5 schematic: Fiery Salve 5 schematic: Fiery 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: Fireproof Coating 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. |
4 schematic: Flare Shell 4 schematic: Flare Shell0.1 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. |
7 schematic: Flash Powder 7 schematic: Flash Powder0.1 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. |
5 schematic: Focus Lens 5 schematic: Focus Lens0.1 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. |
5 schematic: Frost Salve 5 schematic: Frost 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. |
8 schematic: Fungal Web 8 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: Galvanic Retributor schematic: Galvanic Retributor0.1 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. |
6 schematic: Grounding Strap 6 schematic: Grounding Strap0.1 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: Headlamp 2 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. |
3 schematic: Healing Salve 3 schematic: Healing 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. |
2 schematic: Hook Shell 2 schematic: Hook Shell0.1 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. |
5 schematic: Iron Grip 5 schematic: Iron Grip0.1 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: Itching Powder schematic: Itching Powder0.1 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: Kinetic Stabiliser 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. |
6 schematic: Lightning Coil 6 schematic: Lightning Coil0.1 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. |
4 schematic: Magnetic Shell 4 schematic: Magnetic Shell0.1 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. |
5 schematic: Mana Coil 5 schematic: Mana Coil0.1 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. |
4 schematic: Mental Stimulator 4 schematic: Mental Stimulator0.1 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. |
6 schematic: Moss Tread 6 schematic: Moss Tread0.1 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. |
3 schematic: Pain Suppressor Salve 3 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. |
6 schematic: Poison Groove 6 schematic: Poison 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. |
2 schematic: Power Distributor 2 schematic: Power Distributor0.1 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. |
4 schematic: Razor Edge 4 schematic: Razor 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. |
7 schematic: Rocket Boots 7 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. |
schematic: Rustproof Coating schematic: Rustproof 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. |
5 schematic: Saw Projector 5 schematic: Saw Projector0.1 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. |
4 schematic: Saw Shell 4 schematic: Saw Shell0.1 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. |
3 schematic: Second Skin 3 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: Shocking Edge schematic: Shocking 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. |
3 schematic: Shocking Touch 3 schematic: Shocking Touch0.1 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. |
5 schematic: Silver Filigree 5 schematic: Silver Filigree0.1 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: Solid Shell 2 schematic: Solid Shell0.1 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. |
5 schematic: Spike Attachment 5 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. |
3 schematic: Spring Grapple 3 schematic: Spring Grapple0.1 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. |
10 schematic: Steamgun 10 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. |
9 schematic: Steamsaw 9 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. |
9 schematic: Thunderclap Coating 9 schematic: Thunderclap 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. |
3 schematic: Toxic Cannister Launcher 3 schematic: Toxic Cannister Launcher0.1 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: Toxic Shell 2 schematic: Toxic Shell0.1 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. |
8 schematic: Unstoppable Force Salve 8 schematic: Unstoppable Force 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. |
4 schematic: Viral Injector 4 schematic: Viral Injector0.1 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: Voltaic Sentry 2 schematic: Voltaic Sentry0.1 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. |
6 schematic: Water Salve 6 schematic: Water 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. |
3 schematic: Waterproof Coating 3 schematic: Waterproof 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. |
4 schematic: Winterchill Edge 4 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Karoregohek the voratun ring Karoregohek the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Acc +15 (+2 eff.) Apr +15 ----- def ----- Armour +2 Defense +15 (+3 eff.) Resists +28% acid +9% temporal +26% fire +27% cold +27% lightning Mind.save +11 (+4 eff.) Confus- +50% Stun/Frz- +20% Teleport- +20% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 make your fingers look great! |
infernal dragonbone starstaff of greater warding (30-36 power, 6 apr, temporal element) infernal dragonbone starstaff of greater warding (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +24 (+8 eff.) Melee+ 28 fire Dmg.mod +30% temporal ----- def ----- Armour +10 Defense +11 (+3 eff.) ---------- misc See.Invis +19 Wards +3 temporal Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
voratun battleaxe 'Flamerazor' (92-139 power, 4 apr) voratun battleaxe 'Flamerazor' (92-139 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Rare] Master Power 92.5 - 138.8 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Phasing +41% While equipped: dps ---------- Phys.pwr +30 (+8 eff.) Dmg.mod +21% fire Res.pen +30% physical Apr +3 ----- def ----- Defense +20 (+4 eff.) Resists +7% arcane +24% fire ---------- misc Stam/turn +4.08 Massive two-handed battleaxes. |
Eclipsevice (67-100 power, 4 apr) Eclipsevice (67-100 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Rare] Disrupt Power 67.0 - 100.5 Physical Uses 50% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +12 darkness +12 mind On Crit.r2 +12 fire On Hit: * 28% chance to slow global speed by 55% * 27% chance to reduce damage dealt by 23% While equipped: dps ---------- Dmg.mod +18% darkness Res.pen +25% fire +25% darkness +25% mind ----- def ----- Resists +9% mind +21% fire Spell.save +21 (+8 eff.) Massive two-handed mauls. |
balanced orichalcum trident of erosion (52-84 power, 16 apr) balanced orichalcum trident of erosion (52-84 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego] Nature/Master Power 52.5 - 84.0 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +14 nature While equipped: dps ---------- Acc +17 (+3 eff.) ----- def ----- Defense +14 (+3 eff.) Disarm- +70% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orichalcum trident (52-82 power, 16 apr) quick orichalcum trident (52-82 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego+] Master Power 51.5 - 82.4 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: Stats +10 Dex dps ---------- Phys.spd +10% Acc +31 (+5 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Xanagalratha the Blastripper (44-62 power, 6 apr) Xanagalratha the Blastripper (44-62 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Rare] Arcane Power 44.5 - 62.3 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 lightning On Hit.r1 +27 arcane +20 fire On Crit.r2 +24 light While equipped: dps ---------- Dmg.mod +18% blight Res.pen +34% blight +34% lightning ----- def ----- Resists +21% blight +7% arcane Sharp, long, and deadly. |
balanced voratun dagger of crippling (36-47 power, 9 apr) balanced voratun dagger of crippling (36-47 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 36.0 - 46.8 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Acc +13 (+2 eff.) ----- def ----- Defense +15 (+3 eff.) Disarm- +37% Sharp, short and deadly. |
voratun dagger 'Dazzlereek' (38-49 power, 9 apr) voratun dagger 'Dazzlereek' (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Arcane Power 38.0 - 49.4 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 blight On Hit.r1 +24 blight On Hit: * 27% chance to reduce damage dealt by 23% * Create an explosion dealing 78 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +15% light +18% cold Res.pen +20% light +27% cold On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 23 * 27% chance to reduce armor by 33% * 27% chance to reduce damage dealt by 23% ----- def ----- Resists +24% light +27% acid ---------- misc Light +4 Sharp, short and deadly. |
Siledassra the Charbloom (38-58 power, 0 apr) Siledassra the Charbloom (38-58 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Rare] Arcane/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 Melee+ +20 light Against +30% Undead On Hit.r1 +16 fire On Crit.r2 +27 light +20 fire Uses 1.0 Steam While equipped: Stats +4 Wil dps ---------- Mind.crit +10% Crit.mult +27.20% Dmg.mod +18% light +15% mind Res.pen +25% fire ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Equi/ret +0.24 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! |
Emykira the stralite steamgun Emykira the stralite steamgun4.0 T4 steamgun 1H weapon [Random Unique] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Cun dps ---------- Phys.crit +13.0% Steampwr +9 (+2 eff.) S.pwr/crit +10 Acc +22 (+4 eff.) ----- def ----- Resists +9% mind ---------- misc Mana/turn +0.12 Mana/s.crit +2.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Blindnight Blindnight4.0 T5 steamgun 1H weapon [Random Unique] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +12 acid +4 light Uses 2.0 Steam While equipped: Stats +7 Str dps ---------- Phys.crit +6.0% Phys.pwr +15 (+4 eff.) Res.pen +11% all Acc +32 (+5 eff.) Apr +15 Melee Ret 6 light On Hit (Ranged): * 20 arcane resource burn * 10% chance to slow global speed by 55% ----- def ----- Resists +3% nature +6% darkness Spell.save +3 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Zerodas the Satyrcrypt Zerodas the Satyrcrypt4.0 T5 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +800% On Crit.r2 +12 physical On Hit: 10% Overgrowth 5 Uses 2.0 Steam While equipped: dps ---------- Phys.crit +13.0% Steampwr +14 (+3 eff.) Dmg.mod +15% nature +19% physical Acc +15 (+2 eff.) ----- def ----- HP.reg +2.00 ---------- misc Max.stam +30.00 Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
fungal voratun steamgun of recursion fungal voratun steamgun of recursion4.0 T5 steamgun 1H weapon [Ego+] Arcane/Nature/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +7 Con ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 260 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Duskdream (19/19, 48-58 power, 5 apr) Duskdream (19/19, 48-58 power, 5 apr)3.0 T3 shot ammo [Random Unique] Arcane/Master Power 48.0 - 57.6 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +19.0% Capacity 19 Proj.spd +200% Ranged+ +10 temporal +12 darkness +16 blight +16 arcane On Hit: * 11% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
Urthagorn (52/52, 68-82 power, 6 apr) Urthagorn (52/52, 68-82 power, 6 apr)3.0 T5 shot ammo [Random Unique] Master/Psionic Power 68.5 - 82.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +22.0% Capacity 52 Ranged+ +21 temporal +32 physical On Hit.r1 +12 temporal On Crit.r2 +20 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 178 physical damage On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of disruption (21/21, 66-79 power, 6 apr) barbed pouch of voratun shots of disruption (21/21, 66-79 power, 6 apr)3.0 T5 shot ammo [Ego++] Disrupt/Master Power 65.5 - 78.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +22.0% Capacity 21 Against +27% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
self-loading pouch of voratun shots of grasping (23/23, 53-64 power, 6 apr) self-loading pouch of voratun shots of grasping (23/23, 53-64 power, 6 apr)3.0 T5 shot ammo [Ego+] Arcane/Nature Power 53.0 - 63.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 23 Rld cld 2 On Hit: * 20% chance to create vines that bind the target to the ground dealing 178 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
Yvaleba the voratun plate armour (0 def, 38 armour) Yvaleba the voratun plate armour (0 def, 38 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Rare] Nature While equipped: Stats +9 Str dps ---------- Phys.crit +8.0% Crit.mult +20.00% Res.pen +34% temporal Apr +8 ----- def ----- Armour +38 Fatigue +22% Phys.save +21 (+7 eff.) HP.reg +7.90 ---------- misc Stam/turn +2.50 A suit of armour made of metal plates. |
hardened voratun plate armour of implacability (0 def, 36 armour) hardened voratun plate armour of implacability (0 def, 36 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego++] Master While equipped: ----- def ----- Armour +36 Fatigue +12% Resists +13% acid +13% physical +11% cold +13% lightning +13% fire Phys.save +14 (+5 eff.) A suit of armour made of metal plates. |
pair of dwarven-steel boots 'Kidragrim' (0 def, 4 armour) pair of dwarven-steel boots 'Kidragrim' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str +6 Mag +3 Con dps ---------- Phys.crit +8.0% Crit.mult +20.00% Dmg.mod +21% physical ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +10% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather cap 'Brenethel' (0 def, 3 armour) rough leather cap 'Brenethel' (0 def, 3 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +1% Resists +8% cold ---------- misc Max.stam +10.00 Breathe water A cap made of leather. |
5 agate 5 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. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 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. |
7 citrine 7 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. |
5 zircon 5 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. |
4 aquamarine 4 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. |
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. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
5 onyx 5 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. |
12 lapis lazuli 12 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 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. |
8 garnet 8 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. |
quartz 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. |
3 sapphire 3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade 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. |
3 turquoise 3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby 3 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. |
amber 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. |
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. |
7 fire opal 7 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. |
8 diamond 8 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. |
3 moonstone 3 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl 12 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. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +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. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
1106 alchemist agate 1106 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. |
46 alchemist bloodstone 46 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Muregogas Muregogas2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +5 Dex +3 Mag +1 Cun +1 Con ----- def ----- Phys.save +7 (+3 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Blazehunter' dwarven lantern 'Blazehunter'1.0 T5 lite [Rare] Master While equipped: Stats +9 Cun dps ---------- Mind.crit +3% Crit.mult +20.00% Mind.pwr +35 (+11 eff.) Dmg.mod +12% mind ----- def ----- Resists +15% lightning +18% mind ---------- misc Equi/ret +0.12 Max.psi +40.00 Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
void-walker's dwarven lantern of corpselight void-walker's dwarven lantern of corpselight1.0 T5 lite [Ego++] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) ----- def ----- Resists +10% blight +9% temporal +15% darkness +10% cold Def/telep +20 Res/telep +19% Dur/telep +25% ---------- misc Light +5 Infravis +5 See.Invis +15 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 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 32 blight damage or heals 44 life. Creatures standing in the retch also have 17% 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. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
perfect saw shell perfect saw shell0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 24] amazing fiery salve [power 24]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 magical effects and grants a fiery aura (24% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 24] amazing frost salve [power 24]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 152] simple healing salve [power 152]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 152 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 246] powerful healing salve [power 246]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 246 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing unstoppable force salve [power 95] amazing unstoppable force salve [power 95]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Increases all saves by 95 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing water salve [power 24] amazing water salve [power 24]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 mental effects and grants a water aura (24% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Branarath the Thunderblack (dig speed 30 turns) Branarath the Thunderblack (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Mag +2 Cun dps ---------- Dmg.mod +3% cold Acc +4 (+1 eff.) ----- def ----- Resists +3% lightning ---------- misc Infravis +5 See.Invis +15 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Urtharan the Seargore (dig speed 25 turns) Urtharan the Seargore (dig speed 25 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +3 Dex dps ---------- Acc +20 (+3 eff.) Apr +8 Melee Ret 10 fire ----- def ----- Armour +6 Defense +20 (+4 eff.) Resists +3% physical Die.at -80.00 life While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Demonic Orb of Many Ways Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
By TWO GUNS BABY the Drem Gunslinger level 35
25th Voratun 123rd year of Ascendancy at 11:47 see stats
By TWO GUNS BABY the Drem Gunslinger level 46
16th Dearth 123rd year of Ascendancy at 23:23 see stats
By TWO GUNS BABY the Drem Gunslinger level 35
23rd Voratun 123rd year of Ascendancy at 18:10 see stats
By TWO GUNS BABY the Drem Gunslinger level 44
10th Dearth 123rd year of Ascendancy at 14:10 see stats
By TWO GUNS BABY the Drem Gunslinger level 38
3rd Acquisition 123rd year of Ascendancy at 07:50 see stats
By TWO GUNS BABY the Drem Gunslinger level 9
17th Wealth 122nd year of Ascendancy at 08:31 see stats
By TWO GUNS BABY the Drem Gunslinger level 37
30th Voratun 123rd year of Ascendancy at 22:33 see stats
By TWO GUNS BABY the Drem Gunslinger level 31
14th Voratun 123rd year of Ascendancy at 06:40 see stats
By TWO GUNS BABY the Drem Gunslinger level 23
14th Loss 122nd year of Ascendancy at 01:20 see stats
By TWO GUNS BABY the Drem Gunslinger level 40
44th Profit 123rd year of Ascendancy at 04:07 see stats
By TWO GUNS BABY the Drem Gunslinger level 50
12nd Shortage 123rd year of Ascendancy at 12:16 see stats
By TWO GUNS BABY the Drem Gunslinger level 50
4th Loss 123rd year of Ascendancy at 15:00 see stats
By TWO GUNS BABY the Drem Gunslinger level 31
5th Voratun 123rd year of Ascendancy at 02:29 see stats
By TWO GUNS BABY the Drem Gunslinger level 10
23rd Wealth 122nd year of Ascendancy at 12:19 see stats
By TWO GUNS BABY the Drem Gunslinger level 20
44th Dearth 122nd year of Ascendancy at 06:35 see stats
By TWO GUNS BABY the Drem Gunslinger level 30
38th Stralite 123rd year of Ascendancy at 19:03 see stats
By TWO GUNS BABY the Drem Gunslinger level 40
15th Profit 123rd year of Ascendancy at 12:26 see stats
By TWO GUNS BABY the Drem Gunslinger level 50
33rd Dearth 123rd year of Ascendancy at 04:09 see stats
By TWO GUNS BABY the Drem Gunslinger level 50
3rd Loss 123rd year of Ascendancy at 16:57 see stats
By TWO GUNS BABY the Drem Gunslinger level 24
17th Loss 122nd year of Ascendancy at 22:01 see stats
By TWO GUNS BABY the Drem Gunslinger level 50
15th Shortage 123rd year of Ascendancy at 21:51 see stats
By TWO GUNS BABY the Drem Gunslinger level 33
19th Voratun 123rd year of Ascendancy at 04:43 see stats
By TWO GUNS BABY the Drem Gunslinger level 18
33rd Dearth 122nd year of Ascendancy at 19:46 see stats
By TWO GUNS BABY the Drem Gunslinger level 37
31st Voratun 123rd year of Ascendancy at 03:44 see stats
By TWO GUNS BABY the Drem Gunslinger level 50
15th Shortage 123rd year of Ascendancy at 21:49 see stats
By TWO GUNS BABY the Drem Gunslinger level 39
4th Profit 123rd year of Ascendancy at 17:57 see stats
By TWO GUNS BABY the Drem Gunslinger level 8
24th Voratun 122nd year of Ascendancy at 01:53 see stats
By TWO GUNS BABY the Drem Gunslinger level 50
3rd Loss 123rd year of Ascendancy at 09:04 see stats
By TWO GUNS BABY the Drem Gunslinger level 25
30th Shortage 122nd year of Ascendancy at 07:30 see stats
By TWO GUNS BABY the Drem Gunslinger level 38
4th Profit 123rd year of Ascendancy at 03:44 see stats
By TWO GUNS BABY the Drem Gunslinger level 8
15th Profit 122nd year of Ascendancy at 18:28 see stats
By TWO GUNS BABY the Drem Gunslinger level 26
22nd Gold 123rd year of Ascendancy at 05:36 see stats
By TWO GUNS BABY the Drem Gunslinger level 40
23rd Profit 123rd year of Ascendancy at 10:18 see stats
By TWO GUNS BABY the Drem Gunslinger level 23
9th Loss 122nd year of Ascendancy at 10:02 see stats
By TWO GUNS BABY the Drem Gunslinger level 16
21st Dearth 122nd year of Ascendancy at 07:33 see stats
By TWO GUNS BABY the Drem Gunslinger level 34
23rd Voratun 123rd year of Ascendancy at 08:56 see stats
Log
Bleeding from TWO GUNS BABY hits Argoniel for (90 absorbed), 0 physical (0 total damage).
Talent Fatal Attractor is ready to use.
TWO GUNS BABY uses Explosive Shell.
Argoniel casts Life Tap.
Argoniel looks healthier as he deals damage.
Argoniel casts Curse of Death.
TWO GUNS BABY is cursed.
TWO GUNS BABY's Explosive Shell performs a ranged critical strike against Argoniel!
The shield around Argoniel crumbles.
TWO GUNS BABY's tinker attains critical power!
Argoniel is cut deeply.
TWO GUNS BABY's Explosive Shell performs a ranged critical strike against Argoniel!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
TWO GUNS BABY's tinker attains critical power!
TWO GUNS BABY's Explosive Shell hits Argoniel for 1419 physical damage.
TWO GUNS BABY's Explosive Shell hits Argoniel for (249 absorbed), (1015 to bones), 0 physical, 1597 physical, 57 physical, 8 temporal, 20 darkness, 89 light (1772 total damage).
TWO GUNS BABY's Explosive Shell killed Argoniel!
Curse of Death from Argoniel hits TWO GUNS BABY for (40 flat reduction), 37 darkness (37 total damage).
TWO GUNS BABY's embedded restoration system activate.
TWO GUNS BABY receives 527 healing.
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Selfless (Insane (Adventure) difficulty)!
Saving game...
TWO GUNS BABY deactivates his cloak's restoration systems.
Saving done.