Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Orcs |
Mode | Nightmare Adventure |
Sex | Male |
Race | Orc |
Class | Archmage (Technomancer) |
Level / Exp | 50 / 864% |
Size | medium |
Lifes / Deaths | Killed by Xerassra the snow cat at level 32 on the 8th Pain 124th year of Ascendancy at 17:08 1 / 6Killed by Ouea the human at level 33 on the 10th Pain 124th year of Ascendancy at 04:17 Killed by Poryselaith the ogre pounder at level 34 on the 20th Pain 124th year of Ascendancy at 01:43 Killed by Glithra the sun paladin at level 39 on the 14th Dearth 124th year of Ascendancy at 14:01 Killed by Sher'Tul High Priest at level 50 on the 44th Destruction 124th year of Ascendancy at 07:07 Killed by Sher'Tul High Priest at level 50 on the 44th Destruction 124th year of Ascendancy at 12:13 |
Primary Stats
Strength | 28 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 41 (base 40) |
Magic | 74 (base 60) |
Willpower | 79 (base 60) |
Cunning | 98 (base 49) |
Resources
Life | 726/961 |
Mana | 395/395 |
Steam | 90/90 |
Positive | 192/192 |
Healing Factor | 1.2281403954778 |
Regeneration | 0.30703509886945 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +126.58634646151% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 4 |
See Stealth | 14 |
See Invisible | 33 |
ESP Range | 20 |
ESP Kinds | humanoid, giant |
Offense: Mainhand
Damage | 35 |
Accuracy | 21 |
Crit Chance | 40% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 93 |
Crit Chance | 84% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +86% |
Mind | +20% |
All | +10% |
Lightning | +121% |
Light | +20% |
Temporal | +47% |
Physical | +57% |
Cold | +47% |
Fire | +57% |
Darkness | +25% |
Offense: Damage Penetration
Arcane | +63% |
Lightning | +103% |
Mind | +58% |
All | +38% |
Defense: Base
Armour (hardiness) | 23 (35.65183292883%) |
Defense | 62 |
Ranged Defense | 68 |
Fatigue | 1 |
Physical Save | 30 |
Spell Save | 55 |
Mental Save | 51 |
Defense: Resistances
Acid | + 47%( 70%) |
Blight | + 40%( 70%) |
Arcane | + 41%( 70%) |
Cold | + 54%( 70%) |
All | + 33%( 70%) |
Darkness | + 48%( 70%) |
Mind | + 50%( 70%) |
Fire | + 57%( 70%) |
Lightning | + 63%( 70%) |
Defense: Immunities
Pinning Resistance | 73% |
Confusion Resistance | 50% |
Disarm Resistance | 90% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 44% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: 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 5 turns and blocking 214 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. |
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 153% efficiency and cooldown mod of 63%. Its effects scale with your Willpower 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 89% efficiency and cooldown mod of 67%. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Occult technomancy | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Spell / Arcane | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Hurricane |
talent | Chant of Resistance |
talent | Metaphasic Spin |
talent | Spellcraft |
talent | Tempest |
talent | Phantasmal Shield |
talent | Essence of Speed |
talent | Feather Wind |
talent | Shielding |
talent | Thunderstorm |
beneficial effect | The target is surrounded by a time distortion, absorbing 1149/1149 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 0%. Time Shield |
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 |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | 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 |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour) 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Talents +4 Rocket Boots Masteries +0.20 Cunning/Survival Boost speed by 69% (based on Cunning). Uses 37 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | watchleader's dwarven lantern of corpselight watchleader's dwarven lantern of corpselight1.0 Encumbrance T5 lite [Ego++] Arcane/Master While equipped: offense ------ Spell Crit +5% Spellpower +4 (+0 eff.) defense ------ Resistance +10% blight +10% darkness Blind Resist +44% Confus Resist +20% other ------- Light +10 Infravision +4 See Stealth +14 See Invisibility +33 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 30 turn cooldown Effective talent level: 2.4 Power cost 30 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Steamcatcher (12 def, 0 armour) Steamcatcher (12 def, 0 armour) 2.0 Encumbrance T4 head armor [Unique] Steamtech While equipped: Stats +18 Cun offense ------ Steam Crit +5% Steampower +15 (+4 eff.) Damage +10% physical defense ------ Defense +12 (+3 eff.) Resistance +15% fire Mind save +12 (+4 eff.) other ------- Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Tool | The Jolt The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
On fingers | Veluwe the Boltwreath Veluwe the Boltwreath0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +27% lightning Ignore resists +15% lightning Accuracy +15 (+7 eff.) Ignore Armor +2 defense ------ Defense +15 (+4 eff.) Physical save +11 (+5 eff.) Spell save +11 (+4 eff.) Mind save +11 (+4 eff.) Rings make your fingers look great! |
On fingers | Ring of Lost Love Ring of Lost Love0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck offense ------ Damage +10% all defense ------ Resistance +25% mind +10% all other ------- Telepathy Humanoid Giant Telepath range +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Around waist | Neira's Memory Neira's Memory 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Defense +10 (+2 eff.) Slow Projectiles +25% Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 518, based on Magic) for 12 turns. Uses 15 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | Ce'Nuda (25-30 power, 5 apr, lightning element) Ce'Nuda (25-30 power, 5 apr, lightning element) 5.0 Encumbrance T4 staff 2H weapon [Rare] Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +16% Critical power +17.00% Spellpower +37 (+7 eff.) Damage +25% lightning +24% arcane Ignore resists +20% mind +25% arcane other ------- Mana/turn +5.12 Max positive +15.00 Max negative +15.00 Talents +1 Command Staff On Spell Hit: 25% Lightning level 5 Staves designed for wielders of magic, by the greats of the art. |
On hands | heroic drakeskin leather gloves of war-making (0 def, 7 armour) heroic drakeskin leather gloves of war-making (0 def, 7 armour) 1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: offense ------ Physical Crit +12.0% Spell Crit +8% Mind Crit +8% Critical power +12.00% defense ------ Armor +7 Mind save +12 (+4 eff.) Life +61.00 Disarm Resist +90% other ------- Talents +4 Iron Grip 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 | Galen's Flowing Robe (0 def, 0 armour) Galen's Flowing Robe (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+7 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Talents +4 Arcane Dynamo Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Cloak | Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour) 2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+2 eff.) Resistance +24% lightning +12% darkness +0% cold +0% nature +12% arcane Shield Duration +1 Shield Power +15% Stun Resist +40% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 2.8 Power cost 21 out of 28/28. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 296.44 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Around neck | Sunstone Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+2 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Inventory
medical injector implant of the psychic (efficiency 174% / cooldown 73%) medical injector implant of the psychic (efficiency 174% / cooldown 73%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 174% efficiency and cooldown mod of 73%. 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 sneak (steam 11) steam generator implant of the sneak (steam 11)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 26 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 14) steam generator implant of the sneak (steam 14)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 20 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.5 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the titan (heal 122; cd 15) healing infusion of the titan (heal 122; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the sneak (speed 795%; cd 12) movement infusion of the sneak (speed 795%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 795% 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. |
shielding rune of the sneak (absorb 821; dur 6; cd 16) shielding rune of the sneak (absorb 821; dur 6; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 821 damage for 6 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. |
teleportation rune of the warrior (range 48; cd 10) teleportation rune of the warrior (range 48; cd 10)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 7 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 48 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour schematic: Ablative Armour0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Acid Groove 3 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter schematic: Black Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Deflection Field 4 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Explosive Shell 4 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Flash Powder 7 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve 2 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web 2 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Headlamp 3 schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip 3 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve 3 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove 2 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge 3 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell 3 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple 2 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw 2 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Cannister Launcher 3 schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector 2 schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Gardanion, the Light of God Gardanion, the Light of God0.1 Encumbrance T5 amulet jewelry [Unique] Unknown While equipped: offense ------ Physical Power +40 (+18 eff.) Steampower +40 (+10 eff.) Spellpower +40 (+7 eff.) Mindpower +40 (+12 eff.) May understand old Sher'Tul language. When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
gold amulet 'Glacierstreak' gold amulet 'Glacierstreak'0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Critical power +16.00% Damage +18% lightning Ignore resists +15% lightning Accuracy +8 (+4 eff.) Ignore Armor +15 When Hit 10 lightning defense ------ Resistance +30% cold Amulets make your neck look great! |
grounding steel amulet of cunning (+4) grounding steel amulet of cunning (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +14% lightning Stun Resist +28% Amulets make your neck look great! |
savior's gold amulet of murder savior's gold amulet of murder0.1 Encumbrance T3 amulet jewelry [Ego++] Master While equipped: offense ------ Critical power +16.00% Accuracy +6 (+3 eff.) Ignore Armor +15 defense ------ Physical save +13 (+6 eff.) Spell save +13 (+4 eff.) Mind save +13 (+5 eff.) Amulets make your neck look great! |
stabilizing copper amulet of cunning (+2) stabilizing copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +12% temporal Pinning Resist +20% Knockbk Resist +21% Amulets make your neck look great! |
stabilizing stralite amulet of willpower (+5) stabilizing stralite amulet of willpower (+5)0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +5 Wil defense ------ Resistance +15% temporal Pinning Resist +40% Knockbk Resist +31% Amulets make your neck look great! |
Barkusher Barkusher0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +5 Wil offense ------ Damage +16% nature Ignore resists +25% nature defense ------ Resistance +32% nature Mind save +12 (+4 eff.) Stun Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Psi when Hit +0.12 Rings make your fingers look great! |
Elemental Fury Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 26.41 cold and 28.21 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 44 power out of 60/60 This azure ring seems to be always moist to the touch. |
Winterwrest the gold ring Winterwrest the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Con offense ------ Physical Crit +3.0% Damage +6% cold Ignore resists +20% cold Ignore Armor +3 defense ------ Resistance +9% acid +3% physical Silence Resist +27% other ------- Mana/turn +0.18 Rings make your fingers look great! |
gladiator's voratun ring of arcana (+0.20/turn) gladiator's voratun ring of arcana (+0.20/turn)0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +10 Str +8 Con offense ------ Physical Power +10 (+5 eff.) defense ------ Silence Resist +48% other ------- Mana/turn +0.20 Rings make your fingers look great! |
psionicist's steel ring psionicist's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of time (+11%) rogue's copper ring of time (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Damage +11% temporal defense ------ Defense +6 (+1 eff.) Resistance +11% temporal Rings make your fingers look great! |
rogue's steel ring of sensing rogue's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Blind Resist +24% other ------- Infravision +3 See Stealth +8 See Invisibility +6 Rings make your fingers look great! |
savior's steel ring savior's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +7 (+2 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
steel ring of perseverance steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
voratun dagger of rage (38-49 power, 9 apr) voratun dagger of rage (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +8 Str offense ------ Damage +15% physical Accuracy +12 (+6 eff.) Sharp, short and deadly. |
balanced voratun greatmaul of crippling (64-97 power, 4 apr) balanced voratun greatmaul of crippling (64-97 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Master Weapon Damage 64.5 - 96.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +21.0% Accuracy +19 (+9 eff.) defense ------ Defense +19 (+5 eff.) Disarm Resist +60% Massive two-handed mauls. |
penetrating dragonbone longbow of lightning penetrating dragonbone longbow of lightning4.0 Encumbrance T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +38 lightning While equipped: offense ------ Damage +32% lightning Ignore resists +38% physical Longbows are used to shoot arrows at your foes. |
Core of the Forge (24-26 power, 40 apr, dreamforge damage) Core of the Forge (24-26 power, 40 apr, dreamforge damage)3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 24.0 - 26.4 Dreamforge Uses 60% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Cun +6 Wil offense ------ Mind Crit +8% Physical Power +10 (+5 eff.) Mindpower +16 (+5 eff.) On-Hit 30 dreamforge Damage +10% physical +10% mind +10% fire Ignore resists +10% mind +10% physical Accuracy +10 (+5 eff.) defense ------ Resistance +5% physical +5% mind +15% fire other ------- Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Effective talent level: 3.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 30.87 mind damage, 40.39 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 2.58 mind and 3.38 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
surging dragonbone starstaff of channeling (30-36 power, 6 apr, darkness element) surging dragonbone starstaff of channeling (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +32 (+6 eff.) Spellpower/crit +9 Damage +30% darkness other ------- Mana/turn +0.38 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 22 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
flaming voratun steamsaw of fire resistance (+25%) (42-62 power, 0 apr) flaming voratun steamsaw of fire resistance (+25%) (42-62 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Ego] Nature/Master/Steamtech Weapon Damage 41.5 - 62.2 Phys.bleed Uses 100% Mag Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +98 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 7 fire When Hit 11 fire defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +25% fire other ------- 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! |
spiritwalker's hardened leather belt of resilience spiritwalker's hardened leather belt of resilience1.0 Encumbrance T3 belt armor [Ego+] Arcane/Nature While equipped: Stats +5 Mag defense ------ Life +41.00 other ------- Mana/turn +0.10 Max mana +34.00 A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+2 eff.) Resistance +15% mind Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 3.0 Power cost 8 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 52 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Liquid Metal Cloak (20 def, 10 armour) Liquid Metal Cloak (20 def, 10 armour)2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: defense ------ Armor +10 Defense +20 (+5 eff.) Resistance +15% physical Physical save +40 (+16 eff.) other ------- Masteries +0.20 Steamtech/Avoidance Cloaking Device: Effective talent level: 1.0 Power cost 44 out of 60/60. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 54 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
Neremina the cashmere cloak (2 def, 0 armour) Neremina the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Crit +3.0% Physical Power +7 (+3 eff.) defense ------ Defense +2 (+0 eff.) Fatigue -4% Resistance +0% nature +0% cold Physical save +6 (+3 eff.) other ------- EQ when Hit +0.08 Max hate +4.00 Max psi +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Manedesus' (12 def, 0 armour) cashmere cloak 'Manedesus' (12 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: defense ------ Defense +12 (+3 eff.) Resistance +6% blight +20% light Physical save +10 (+5 eff.) Cut Resist +20% Confus Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Eldoral (2 def, 0 armour) spellcowled cashmere cloak of Eldoral (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Dex +1 Mag +2 Wil +2 Cun defense ------ Defense +2 (+0 eff.) Resistance +0% nature +0% cold Spell save +8 (+3 eff.) other ------- Max mana +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+7 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+3 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony level 2 On Mind Hit: 8% Hateful Whisper level 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+6 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
dispeller's cashmere robe of power (0 def, 0 armour) dispeller's cashmere robe of power (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: offense ------ Spellpower +14 (+2 eff.) Damage +11% all defense ------ Resistance +8% lightning +9% darkness +8% light +8% blight +8% fire +8% cold +11% all Physical save +12 (+6 eff.) Spell save +21 (+6 eff.) Mind save +13 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's elven-silk robe of light (+11%) (0 def, 0 armour) dispeller's elven-silk robe of light (+11%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +26% light defense ------ Resistance +11% lightning +11% darkness +50% light +10% blight +12% fire +7% cold +15% all Physical save +18 (+9 eff.) Spell save +40 (+11 eff.) Mind save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of power (0 def, 0 armour) dreamer's silk robe of power (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spellpower +14 (+2 eff.) Damage +9% all defense ------ Resistance +13% darkness +16% mind +13% all Physical save +16 (+8 eff.) Spell save +14 (+5 eff.) Mind save +27 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Torulerak' (0 def, 0 armour) elven-silk robe 'Torulerak' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Rare] Arcane While equipped: offense ------ Damage +30% light defense ------ Resistance +33% acid +12% mind +45% light +15% all Unlife -96.50 life Healmod +24% Cut Resist +24% Out-of-Phase Defense +18 Out-of-Phase Resistance +18% Out-of-Phase Resilience +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of Linaniil (0 def, 0 armour) elven-silk robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +12% Spellpower +22 (+4 eff.) defense ------ Resistance +15% all other ------- Mana/turn +0.35 Max mana +82.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of Linaniil (0 def, 0 armour) stormwoven elven-silk robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +7 Str +7 Mag +7 Wil offense ------ Spell Crit +11% Spellpower +27 (+5 eff.) Damage +20% lightning +16% physical +28% cold defense ------ Resistance +15% lightning +10% cold +15% all other ------- Mana/turn +0.32 Max mana +98.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of power (0 def, 0 armour) timebroken cashmere robe of power (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag +4 Wil offense ------ Spell Crit +4% Spellpower +15 (+3 eff.) Damage +10% temporal +10% arcane +10% all defense ------ Resistance +11% all other ------- Max mana +19.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Skypyre' (5 def, 6 armour) woollen robe 'Skypyre' (5 def, 6 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Master While equipped: offense ------ Damage +16% darkness Ignore resists +5% lightning On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +6 Defense +5 (+1 eff.) Resistance +3% lightning +24% darkness +9% all Physical save +36 (+15 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots of rushing (0 def, 4 armour) pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +2 Str +4 Con defense ------ Armor +4 Fatigue +3% Rush: Puts all charms on 19 turn cooldown Effective talent level: 2.0 Power cost 19 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blazesmasher the hardened leather gloves (0 def, 7 armour) Blazesmasher the hardened leather gloves (0 def, 7 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Dex +3 Wil offense ------ Damage +6% mind Ignore resists +20% light defense ------ Armor +7 Resistance +9% light Mind save +8 (+3 eff.) Life +55.00 other ------- Light +1 Infravision +3 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. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 5 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 150.20 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour) 2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +6 Cun +4 Wil offense ------ Physical Power -10 (-6 eff.) Spellpower -10 (-2 eff.) Mindpower -10 (-3 eff.) defense ------ Defense -10 (-3 eff.) Resistance +10% cold +10% darkness +10% arcane Mind save +9 (+3 eff.) Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Spellpower +10 (+2 eff.) Mindpower +15 (+5 eff.) On-Hit 30% gloom effects Damage +10% darkness +10% physical defense ------ Defense +2 (+0 eff.) Resistance +20% fire Mind save -10 (-3 eff.) Healmod -10% other ------- Hate-on-crit +2.00 Hate/kill +2.00 Max hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony level 2 On Mind Hit: 10% Hateful Whisper level 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)3.0 Encumbrance T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +10% darkness other ------- 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. |
bladed hardened leather hat (0 def, 3 armour) bladed hardened leather hat (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +7 Str defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 112.1 Physical damage. If the attack hits, the target is confused (29% 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. |
grounding dwarven-steel helm of the depths (0 def, 4 armour) grounding dwarven-steel helm of the depths (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +4 Fatigue +4% Resistance +7% lightning +8% cold +5% temporal other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindwoven cashmere wizard hat of arcana (2 def, 0 armour) mindwoven cashmere wizard hat of arcana (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Mind Crit +4% Spellpower +4 (+0 eff.) Mindpower +3 (+1 eff.) defense ------ Defense +2 (+0 eff.) other ------- Psi/turn +0.23 A pointy cloth hat, very wizardly... |
spellwoven elven-silk wizard hat of decomposition (3 def, 0 armour) spellwoven elven-silk wizard hat of decomposition (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +6 (+1 eff.) defense ------ Defense +3 (+1 eff.) Resistance +7% lightning +7% temporal +7% light +7% fire +7% nature +7% acid +7% blight +7% cold +8% darkness other ------- Mana/turn +0.33 A pointy cloth hat, very wizardly... |
thaloren hardened leather hat of dexterity (+4) (0 def, 3 armour) thaloren hardened leather hat of dexterity (+4) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +4 Dex +4 Wil defense ------ Armor +3 Fatigue +3% Resistance +7% blight Mind save +7 (+3 eff.) A hat made of leather. Very stylish. |
voratun helm of ire (0 def, 5 armour) voratun helm of ire (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +5 Str +4 Con defense ------ Armor +5 Fatigue +5% Physical save +15 (+7 eff.) Mind save +14 (+5 eff.) Battle Cry: Puts all charms on 21 turn cooldown Effective talent level: 2.0 Power cost 21 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic drakeskin leather armour of lightning resistance (20 def, 8 armour) prismatic drakeskin leather armour of lightning resistance (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +27% lightning +19% light +18% darkness A suit of armour made of leather. |
psychokinetic quiver of dragonbone arrows of corruption (24/24, 54-76 power, 18 apr) psychokinetic quiver of dragonbone arrows of corruption (24/24, 54-76 power, 18 apr)3.0 Encumbrance T5 arrow ammo Reqs Dex 48 [Ego++] Arcane/Psionic Weapon Damage 54.5 - 76.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 24 On-ranged-hit +42 physical On Hit: 20% Curse of Impotence level 5 On Hit: * 20% chance to knock the target back 3 spaces and deal 204 physical damage Arrows are used with bows to pierce your foes to death. |
agate agate0.0 Encumbrance 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. |
51 alchemist agate 51 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
33 onyx 33 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
31 aquamarine 31 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
36 lapis lazuli 36 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
32 opal 32 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
27 topaz 27 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Xanyyawyn the dwarven-steel pickaxe (dig speed 22 turns) Xanyyawyn the dwarven-steel pickaxe (dig speed 22 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +4 Cun +5 Str offense ------ Critical power +5.00% Ignore Armor +11 When Hit 8 mind On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% nature While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 19 turn cooldown Effective talent level: 4.0 Power cost 19 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 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. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) strange black disk (1)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
29 emerald 29 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade 5 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical 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. |
8 turquoise 8 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(134 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Snowtouch' alchemist's lamp 'Snowtouch'1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Ignore resists +25% cold defense ------ Armor +4 Resistance +3% light +2% physical Crit Resistance 15.00% Healmod +10% other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
5 bloodstone 5 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
31 garnet 31 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby 6 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 148 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 34] amazing fiery salve [power 34]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 153% efficiency and 63% cooldown modifier. Remove 3 magical effects and grants a fiery aura (34% fire, light and lightning affinity) Puts Talent Medical Injector on 19 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 34] amazing frost salve [power 34]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 153% efficiency and 63% cooldown modifier. Remove 3 physical effects and grants a frost aura (34% cold, darkness and nature affinity) Puts Talent Medical Injector on 19 turn cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 136] amazing unstoppable force salve [power 136]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 153% efficiency and 63% cooldown modifier. Increases all saves by 136 and healing factor by half Puts Talent Medical Injector on 14 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 34] amazing water salve [power 34]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 153% efficiency and 63% cooldown modifier. Remove 3 mental effects and grants a water aura (34% blight, mind and acid affinity). Puts Talent Medical Injector on 19 turn cooldown Activation is instant. Medical salve. |
great pain suppressor salve [power 367] great pain suppressor salve [power 367]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 153% efficiency and 63% cooldown modifier. Let you fight up to -367 life and reduces all damage by 23% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 8 turn cooldown Activation is instant. Medical salve. |
potent fiery salve [power 22] potent fiery salve [power 22]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 153% efficiency and 63% cooldown modifier. Remove 1 magical effects and grants a fiery aura (22% fire, light and lightning affinity) Puts Talent Medical Injector on 19 turn cooldown Activation is instant. Medical salve. |
potent water salve [power 22] potent water salve [power 22]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 153% efficiency and 63% cooldown modifier. Remove 1 mental effects and grants a water aura (22% blight, mind and acid affinity). Puts Talent Medical Injector on 19 turn cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
supercharged voratun torque of psionic shield [power 207] (21 cooldown) supercharged voratun torque of psionic shield [power 207] (21 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 207 for 5 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of healing 'Xetha' [power 194] (11 cooldown) ash totem of healing 'Xetha' [power 194] (11 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Con offense ------ Damage +6% physical defense ------ Armor +8 Defense +20 (+5 eff.) Resistance +6% physical +12% cold Physical save +6 (+3 eff.) Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 11 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
piercing yew totem of thorny skin [power 38] (15 cooldown) piercing yew totem of thorny skin [power 38] (15 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 38 and armour hardiness by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
32 amethyst 32 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
dragonbone wand of shielding 'Brandstreak' [power 560] (15 cooldown) dragonbone wand of shielding 'Brandstreak' [power 560] (15 cooldown)2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: offense ------ Damage +15% fire Ignore resists +30% fire When Hit 12 acid 8 fire 12 cold 12 blight On-Hit (Melee): * 24% chance to reduce strength, dexterity, and constitution by 38 * 24% chance to reduce armor by 48% defense ------ Resistance +21% blight Create a shield absorbing up to 1018 damage on yourself and all friendly characters within 10 spaces for 6 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 29% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 diamond 3 diamond0.0 Encumbrance 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. |
7 moonstone 7 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
32 quartz 32 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Technork the Orc Archmage level 6
14th Retaking 124th year of Ascendancy at 12:59 see stats
By Technork the Orc Archmage level 15
28th Retaking 124th year of Ascendancy at 15:50 see stats
By Technork the Orc Archmage level 31
2nd Pain 124th year of Ascendancy at 19:20 see stats
By Technork the Orc Archmage level 10
20th Retaking 124th year of Ascendancy at 08:46 see stats
By Technork the Orc Archmage level 20
51st Retaking 124th year of Ascendancy at 22:09 see stats
By Technork the Orc Archmage level 30
51st Revenge 124th year of Ascendancy at 05:20 see stats
By Technork the Orc Archmage level 40
16th Dearth 124th year of Ascendancy at 15:40 see stats
By Technork the Orc Archmage level 50
30th Destruction 124th year of Ascendancy at 15:43 see stats
By Technork the Orc Archmage level 50
40th Destruction 124th year of Ascendancy at 06:04 see stats
By Technork the Orc Archmage level 36
22nd Pain 124th year of Ascendancy at 03:52 see stats
By Technork the Orc Archmage level 40
17th Dearth 124th year of Ascendancy at 03:09 see stats
By Technork the Orc Archmage level 25
26th Revenge 124th year of Ascendancy at 17:39 see stats
By Technork the Orc Archmage level 50
44th Destruction 124th year of Ascendancy at 18:00 see stats
By Technork the Orc Archmage level 41
18th Dearth 124th year of Ascendancy at 22:20 see stats
By Technork the Orc Archmage level 42
23rd Dearth 124th year of Ascendancy at 20:07 see stats
By Technork the Orc Archmage level 40
18th Dearth 124th year of Ascendancy at 03:11 see stats
By Technork the Orc Archmage level 17
39th Retaking 124th year of Ascendancy at 10:12 see stats
Log
Lore found: Gardanion, the Light of God
You can read all your collected lore in the game menu, by pressing Escape.
Technork's spell attains critical power!
Amakthel's Eye is caught inside a Hurricane.
Technork's spell attains critical power!
Thunderstorm hits Amakthel's Hand for 171 lightning damage.
Thunderstorm hits Amakthel's Eye for (31 dissipated), 82 lightning (82 total damage).
Amakthel's Hand is dazed!
Amakthel's Eye is not dazed anymore.
Hurricane from Technork hits Amakthel's Eye for (32 dissipated), 199 lightning (199 total damage).
Hurricane from Technork hits Amakthel's Eye for (47 dissipated), 159 lightning (159 total damage).
Talent Temporal Shield is ready to use.
Technork casts Temporal Shield.
Hurricane from Technork hits Amakthel's Eye for (47 dissipated), 156 lightning (156 total damage).
Amakthel's Hand is not dazed anymore.
Hurricane from Technork hits Amakthel's Eye for (47 dissipated), 143 lightning (143 total damage).
Hurricane from Technork hits Amakthel's Eye for (47 dissipated), 200 lightning (200 total damage).
Hurricane from Technork hits Amakthel's Eye for (47 dissipated), 152 lightning (152 total damage).
Technork is no longer surging arcane power.
The furious lightning storm around Technork calms down and disappears.
Galen's Flowing Robe activates and resets Technork's Thunderstorm cooldown!