











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! 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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.
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:
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: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Improved Auto-explore and Rest 1.7.2Quality 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Orcs |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Orc |
| Class | Berserker |
| Level / Exp | 38 / 94% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Gunsnake at level 9 on the 28th Retaking 124th year of Ascendancy at 16:34 / 24Killed by whitehoof hailstorm at level 13 on the 45th Retaking 124th year of Ascendancy at 12:14 Killed by whitehoof ghoul at level 16 on the 8th Revenge 124th year of Ascendancy at 22:27 Killed by whitehoof maulotaur at level 16 on the 8th Revenge 124th year of Ascendancy at 23:23 Killed by gigantic gravity worm at level 18 on the 19th Revenge 124th year of Ascendancy at 02:44 Killed by saw horror at level 19 on the 20th Revenge 124th year of Ascendancy at 15:14 Killed by Zubithra the steam giant berserker at level 23 on the 4th Pain 124th year of Ascendancy at 03:46 Killed by Zubithra the steam giant berserker at level 23 on the 4th Pain 124th year of Ascendancy at 04:23 Killed by Layilegamina the ritch hunter at level 27 on the 25th Pain 124th year of Ascendancy at 14:19 Killed by Isoth the ritch centipede at level 28 on the 26th Pain 124th year of Ascendancy at 20:33 Killed by Polewen the orc cryomancer (subdued) at level 31 on the 45th Pain 124th year of Ascendancy at 04:25 Killed by whitehoof ghoul at level 34 on the 14th Dearth 124th year of Ascendancy at 04:05 Killed by golem at level 34 on the 14th Dearth 124th year of Ascendancy at 05:21 Killed by Gawen the brown bear at level 34 on the 14th Dearth 124th year of Ascendancy at 21:26 Killed by Gawen the brown bear at level 34 on the 14th Dearth 124th year of Ascendancy at 22:41 Killed by Ivawyn the grizzly bear at level 34 on the 15th Dearth 124th year of Ascendancy at 08:55 Killed by Neriwyn the brown bear at level 36 on the 18th Dearth 124th year of Ascendancy at 00:30 Killed by High Sun Paladin Aeryn at level 36 on the 8th Loss 124th year of Ascendancy at 23:11 Killed by Geyamira the sunwall guard at level 36 on the 9th Loss 124th year of Ascendancy at 08:10 Killed by Velosenne the sunwall guard at level 37 on the 11st Loss 124th year of Ascendancy at 04:32 Killed by High Sun Paladin Aeryn at level 37 on the 11st Loss 124th year of Ascendancy at 20:37 Killed by High Sun Paladin Aeryn at level 37 on the 11st Loss 124th year of Ascendancy at 23:38 Killed by High Sun Paladin Aeryn at level 37 on the 12nd Loss 124th year of Ascendancy at 01:00 Killed by High Sun Paladin Aeryn at level 37 on the 12nd Loss 124th year of Ascendancy at 01:58 |
Primary Stats
| Strength | 135 (base 60) |
| Dexterity | 23 (base 11) |
| Constitution | 41 (base 29) |
| Magic | 13 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 69 (base 60) |
Resources
| Life | 1167/1167 |
| Steam | 100/100 |
| Stamina | 254/254 |
| Paradox | 300 |
| Healing Factor | 1.4281403954777 |
| Regeneration | 12.37847396682 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 38.594739025712 |
| See Invisible | 38.594739025712 |
Offense: Mainhand
| Damage | 223 |
| Accuracy | 45 |
| Crit Chance | 46% |
| APR | 23 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Acid | +14% |
| Light | +7% |
| Nature | +10% |
| Darkness | +20% |
| Physical | +10% |
| Fire | +12% |
| All | +2% |
Offense: Damage Penetration
| Light | +31% |
| Lightning | +21% |
| Fire | +26% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 23 (30%) |
| Defense | 27 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 23 |
| Mental Save | 27 |
Defense: Resistances
| Nature | + 14%( 70%) |
| Acid | + 27%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 12%( 70%) |
| Cold | + 18%( 70%) |
| Lightning | + 37%( 70%) |
| Fire | + 22%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (5/5)
| 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 8.1 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 466% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 311 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 174% efficiency and cooldown mod of 76%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 44% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Berserker Rage |
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 giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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 | Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (75 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (128 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 16 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
| On head | Haryragund the Torchtitan (5 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Str +5 Cun +3 Con dps ---------- Phys.pwr +4 (+0 eff.) Res.pen +20% light +15% fire Acc +7 (+3 eff.) On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +5 (+3 eff.) Fatigue +5% Resists +13% lightning +8% temporal +9% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | steel torque of mindblast [power 155] (13 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 158 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's steel ring of corrosion (+24%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Mind.save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | Blackbutcher1.0 T5 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +12 (+2 eff.) Dmg.mod +6% lightning +18% darkness Res.pen +10% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +12% light Phys.save +13 (+4 eff.) ---------- misc Light +2 Size +1 A belt that goes around your waist. |
| In main hand | Colaryem (48-77 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 125% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
| On hands | hardened leather gloves 'Xubrera' (0 def, 2 armour) 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +2 Str +4 Mag +3 Cun dps ---------- Melee+ 6 light Dmg.mod +5% light ----- def ----- Armour +2 Resists +7% light Crit.chn- 5.00% ---------- misc Equi/ret +0.04 Light +3 Talents +1 Sand Shredder 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. |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+5 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Around neck | grounding steel amulet of murder0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +12.00% Acc +6 (+2 eff.) Apr +11 ----- def ----- Resists +14% lightning Stun/Frz- +20% Amulets make your neck look great! |
Inventory
steam generator implant of the psychic (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. Its effects scale with your Willpower 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 wizard (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.1 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 483%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 483% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. 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 |
movement infusion of the titan (speed 600%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 600% 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 Constitution 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 |
shatter afflictions rune of the sneak (absorb 93; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 93 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. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 257; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 257 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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: 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. |
3 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. |
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. |
2 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. |
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. |
2 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. |
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: 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. |
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. |
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: 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. |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
mindweaver's gold amulet0.1 T3 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+4 eff.) ----- def ----- Mind.save +7 (+3 eff.) Confus- +10% Amulets make your neck look great! |
steel ring 'Hailpower'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Res.pen +5% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +6 (+3 eff.) Resists +6% acid +6% light +9% blight Rings make your fingers look great! |
steel ring of misery0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 9 physical Ranged+ 6 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 20 On Hit (Ranged): * 11% chance to reduce all saves and defense by 20 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
warrior's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings make your fingers look great! |
Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind 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" |
Staff of Destruction (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+8 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
Starcaller (25-30 power, 4 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 25.0 - 30.0 Darkness Uses 120% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +15 (+11 eff.) Dmg.mod +5% darkness +25% physical ----- def ----- Affinity +20% darkness Stealth +20 ---------- misc Talents +1 Command Staff On Spell Hit: 15% Galactic Pulse 3 A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Tirakai's Maul (32-42 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 9 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
voratun greatmaul 'Blacksting' (68-103 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Disrupt/Master Power 68.5 - 102.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +4 nature +4 darkness Against +14% Unnatural On Crit.r2 +23 lightning +31 cold On Hit: * 20% chance to reduce damage dealt by 17% * 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% While equipped: dps ---------- Phys.crit +14.0% Crit.mult +31.00% Mov.spd +46% Res.pen +20% lightning +20% cold +10% nature Apr +10 On Hit (Melee): * 10% chance to reduce damage dealt by 17% Massive two-handed mauls. |
steel greatsword 'Infernobreeze' (28-44 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 27.5 - 44.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +4 fire On Hit: * 10% chance to reduce all saves and defense by 20 While equipped: dps ---------- Dmg.mod +6% fire Res.pen +15% light +10% mind Acc +10 (+4 eff.) ----- def ----- Defense +12 (+6 eff.) Resists +9% light Disarm- +34% Massive two-handed swords. |
steel greatsword of massacre (36-57 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
truestriking steel greatsword of crippling (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Master Power 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +10% physical Acc +7 (+3 eff.) Apr +9 Massive two-handed swords. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon Reqs Wil 18 [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Dairyzilarach (62-86 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Disrupt/Master Power 61.5 - 86.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 14 arcane resource burn While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Resists +6% light Die.at -20.00 life Max.HP +20.00 ---------- misc Hate/m.crit +2.00 Sharp, long, and deadly. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 61.21 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Bleakoath (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Random Unique] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 7 cold Dmg.mod +8% cold +14% mind +19% darkness Res.pen +8% cold +8% mind +8% darkness Melee Ret 2 mind ----- def ----- Armour +9 Resists +4% cold Max.HP +12.00 HP.reg +0.80 ---------- misc Max.hate +4.00 Max.psi +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Titan4.0 T2 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 175% Range +3 Proj.spd +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
Golden Gun4.0 T3 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * every third hit always crits. Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
Blightstopper (18 def, 12 armour, 240 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature/Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+9 eff.) Rng.Def +12 (+6 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+12 eff.) Disease- +60% ---------- misc Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 3 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 21 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 38.43 to 48.03 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
rejuvenating iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
Aerurin (22 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Crit.mult +5.00% Apr +1 ----- def ----- Armour +8 Defense +22 (+11 eff.) Fatigue +12% Resists +17% lightning A suit of armour made of mail. |
enlightening steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Mind.save +12 (+6 eff.) A suit of armour made of mail. |
steel mail armour 'Zeryruigahir' (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Con +2 Wil dps ---------- Phys.crit +3.0% Crit.mult +5.00% Apr +4 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +7% Resists +16% blight +6% physical +12% darkness Phys.save +23 (+7 eff.) ---------- misc Light +2 A suit of armour made of mail. |
Therapeutic Platemail (4 def, 10 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 11 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
blurring rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+3 eff.) ----- def ----- Defense +9 (+5 eff.) Mind.save +5 (+2 eff.) Stealth +6 A belt that goes around your waist. |
Umbrastrike the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% acid +12% cold Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Max.HP +47.00 A belt that goes around your waist. |
Thunderpyre (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +25% lightning ----- def ----- Defense +2 (+1 eff.) Crit.chn- 10.00% Spell.save +6 (+3 eff.) Heal.mod +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +2 (+1 eff.) Mind.save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master/Psionic While equipped: Stats +3 Dex +2 Wil +2 Cun ----- def ----- Defense +2 (+1 eff.) Mind.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dourquick the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Cun +7 Wil dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +8 (+4 eff.) ---------- misc Psi/ret +0.12 Max.hate +6.00 Max.psi +20.00 A hat made of leather. Very stylish. |
bladed hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 646.6 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
bladed hardened leather hat of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +2 Str +2 Wil +4 Cun dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 646.6 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+5 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+5 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
Blackbolt (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +6% darkness Res.pen +10% darkness Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +3 Fatigue +3% Resists +9% darkness +9% fire A hat made of leather. Very stylish. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane 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. |
Velythra the Cinderqueen (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +15% fire Acc +25 (+9 eff.) Apr +2 Melee Ret 8 physical ----- def ----- Armour +3 Fatigue +3% Crit.chn- 10.00% A hat made of leather. Very stylish. |
hardened leather cap of constitution (+3) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
Borerak (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +5 Str +2 Dex +6 Wil dps ---------- Phys.pwr +10 (+2 eff.) Acc +10 (+4 eff.) Melee Ret 10 physical ----- def ----- Armour +5 Fatigue +5% Resists +9% mind +14% physical Phys.save +27 (+8 eff.) Die.at -80.00 life A cap made of leather. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
stabilizing dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +4% Phys.save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 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. |
11 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
10 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. |
6 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 lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
9 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. |
8 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. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
2 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. |
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. |
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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +5% fire ---------- 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. |
preserving alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +9% blight +3% all Spell.save +6 (+3 eff.) HP.reg +3.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
potent healing salve [power 322] potent healing salve [power 322]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 76% cooldown modifier. Heal 322 Puts Talent Medical Injector on 13 cooldown Medical salve. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
dwarven-steel pickaxe of Reknor (dig speed 14 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Resists +7% darkness +5% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 269/400 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. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 50 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Blastqueen [power 220] (22 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +3% lightning ---------- misc Infravis +3 See.Invis +9 Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 544 Base Damage: 248 Armor: 26 All Resist: 9 Puts all charms on 22 cooldown 100% to heal for 36. Natural totems are made by powerful wilders to store nature power. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
Achievements
A Fistful of Gold (Exploration mode)
Buy an item from an AAA.By Charson the Orc Berserker level 8
22nd Retaking 124th year of Ascendancy at 18:59 see stats
Across the Narrow Sea (Exploration mode)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Charson the Orc Berserker level 12
39th Retaking 124th year of Ascendancy at 09:08 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By Charson the Orc Berserker level 36
18th Dearth 124th year of Ascendancy at 05:21 see stats
Don't Poosh it! (Exploration mode)
Killed Kelad in the lost land of Poosh.By Charson the Orc Berserker level 33
3rd Dearth 124th year of Ascendancy at 03:28 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Charson the Orc Berserker level 28
26th Pain 124th year of Ascendancy at 21:45 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Charson the Orc Berserker level 10
28th Retaking 124th year of Ascendancy at 23:34 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Charson the Orc Berserker level 20
28th Revenge 124th year of Ascendancy at 02:53 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Charson the Orc Berserker level 30
31st Pain 124th year of Ascendancy at 22:14 see stats
Reclaiming Garkul's Heritage (Exploration mode)
Freed the remnants of the Prides from the Internment Camp.By Charson the Orc Berserker level 32
46th Pain 124th year of Ascendancy at 13:49 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Charson the Orc Berserker level 30
32nd Pain 124th year of Ascendancy at 02:34 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Charson the Orc Berserker level 15
48th Retaking 124th year of Ascendancy at 07:34 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Charson the Orc Berserker level 26
25th Pain 124th year of Ascendancy at 10:43 see stats
The High Lady's Destiny (Finale) (Exploration mode)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Charson the Orc Berserker level 37
12nd Loss 124th year of Ascendancy at 02:25 see stats
This will make a big Omelette! (Exploration mode)
Collected 40 ritch eggs in the Ritch Hive.By Charson the Orc Berserker level 27
26th Pain 124th year of Ascendancy at 11:57 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Charson the Orc Berserker level 36
18th Dearth 124th year of Ascendancy at 06:33 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Charson the Orc Berserker level 22
31st Revenge 124th year of Ascendancy at 14:02 see stats
You were not supposed to see that! (Exploration mode)
Read a Forbidden Tome.By Charson the Orc Berserker level 34
14th Dearth 124th year of Ascendancy at 03:57 see stats
Log
You gain 4.98 gold from the melting of elven-wood longbow of piercing.
You collect a new ingredient: stack of herbs (burdock) (1).
You gain 25.00 gold from the melting of Blazewend (12-14 power, 32 apr, mind damage).
You collect a new ingredient: lump of stralite (1).
You gain 6.53 gold from the melting of stormbringer's stralite dagger (27-35 power, 9 apr).
You collect a new ingredient: lump of stralite (1).
You gain 25.00 gold from the melting of Xerirelle (28-37 power, 9 apr).
You collect a new ingredient: lump of stralite (1).
You gain 7.60 gold from the melting of warbringer's stralite waraxe of torment (34-47 power, 5 apr).
You collect a new ingredient: lump of stralite (1).
You gain 1.25 gold from the melting of stralite waraxe (34-47 power, 5 apr).
You collect a new ingredient: lump of stralite (1).
You gain 25.00 gold from the melting of Smearlash (48-66 power, 5 apr).
You collect a new ingredient: lump of stralite (1).
You gain 1.45 gold from the melting of stralite longsword of massacre (46-64 power, 5 apr).
You collect a new ingredient: lump of stralite (1).
You gain 7.17 gold from the melting of blazebringer's stralite greatmaul of massacre (65-98 power, 3 apr).
You collect a new ingredient: lump of voratun (1).
You gain 6.77 gold from the melting of voratun battleaxe of ruin (56-83 power, 4 apr).
You collect a new ingredient: lump of stralite (1).
You gain 6.25 gold from the melting of hateful stralite battleaxe of crippling (46-69 power, 3 apr).
You gain 5.72 gold from the melting of earthen elven-wood starstaff of protection (25-30 power, 5 apr, darkness element).
You collect a new ingredient: stack of herbs (burdock) (5).
You gain 1.41 gold from the melting of regeneration infusion (heal 306; 14 cd).
There is a Gates of Morning (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.





























































































































