












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 Shimmer Pack: Pyromania 1.6.0Cosmetic pack! 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 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:
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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Archmage (Technomancer) |
| Level / Exp | 50 / 1990% |
| Size | medium |
| Lifes / Deaths | Killed by Isligabrewyn the fire drake hatchling at level 20 on the 24th Revenge 124th year of Ascendancy at 23:42 2 / 5Killed by Bethutha the larvae bloated ritch mother at level 23 on the 11st Pain 124th year of Ascendancy at 08:39 Killed by Lisessra the whitehoof invoker at level 28 on the 26th Pain 124th year of Ascendancy at 12:09 Killed by Velavea the temporal stalker at level 36 on the 49th Pain 124th year of Ascendancy at 22:16 Killed by Veloba the nightmare horror at level 39 on the 11st Dearth 124th year of Ascendancy at 21:11 |
Primary Stats
| Strength | 43 (base 10) |
| Dexterity | 55 (base 29) |
| Constitution | 26 (base 10) |
| Magic | 149 (base 60) |
| Willpower | 114 (base 60) |
| Cunning | 151 (base 60) |
Resources
| Mana | 596/596 |
| Vim | 296/296 |
| Life | 1012/1012 |
| Paradox | 300 |
| Steam | 0/90 |
| Healing Factor | 1.1316586254955 |
| Regeneration | 0.28291465637387 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +100% |
| Spell | 0% |
| Global | +126.58634646151% |
Vision
| Sight | 10 |
| Lite | 14.367491648097 |
| Infravision | 4 |
| See Stealth | 27.942457055935 |
| See Invisible | 46.349866153429 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 47 |
| Crit Chance | 59% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 47 |
| Crit Chance | 62% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 101 |
| Crit Chance | 98% |
| Speed | 1 |
| Cooldown Reduction | 40 |
Offense: Mind
| Mindpower | 75 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +41% |
| Arcane | +169% |
| Cold | +72% |
| All | +35% |
| Lightning | +72% |
| Light | +68% |
| Temporal | +72% |
| Physical | +72% |
| Fire | +72% |
| Darkness | +60% |
Offense: Damage Penetration
| Light | +15% |
| Physical | +9% |
| Blight | +30% |
| Arcane | +46% |
| Mind | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 52.812052105148 (50.65183292883%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 11 |
| Physical Save | 60 |
| Spell Save | 60 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Arcane | + 66%( 70%) |
| Cold | + 37%( 70%) |
| All | + 37%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 62%( 70%) |
| Physical | + 47%( 70%) |
| Mind | + 53%( 70%) |
| Darkness | + 62%( 70%) |
Defense: Immunities
| Stun Resistance | 84% |
| Fear Resistance | 0% |
| Poison Resistance | 100% |
| Silence Resistance | 77% |
| Bleed Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 28% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 176% efficiency and cooldown mod of 58%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 184% efficiency and cooldown mod of 82%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (1094 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1177 damage for 7 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Occult technomancy | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Spell / Aether | 1.40 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Keen Senses |
| talent | Chant of Fortress |
| talent | Disruption Shield |
| talent | Metaphasic Spin |
| talent | Essence of Speed |
| talent | Premonition |
| talent | Arcane Power |
| talent | Spellcraft |
| talent | Pure Aether |
| talent | Shielding |
| talent | Phantasmal Shield |
| beneficial effect | You have 5 charges. Death Momentum |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Shoes of Slowly Moving Quickly (0 def, 0 armour) 2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +6% Stealth +10 Pinning- +600% Knockbk- +100% ---------- misc Talents +5 Moss Tread Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 3.0 Pwr.cost 15 out of 20/20. Range 10 Travel.spd 100% of base Is a mind power a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 35.72 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 190.49 lightning and 190.49 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
| Quiver | Frozenumbra (19/19, 66-93 power, 18 apr)3.0 T5 arrow ammo [Random Unique] Master/Psionic Power 66.5 - 93.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +20.0% Capacity 19 Ranged+ +44 physical On Hit.r1 +16 light +16 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 40 * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 281 physical damage On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | nightwalker's alchemist's lamp of illusion 1.0 T3 lite [Ego++] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Dmg.mod +16% light ----- def ----- Defense +6 (+1 eff.) Phys.save +12 (+3 eff.) Spell.save +15 (+3 eff.) Mind.save +13 (+3 eff.) ---------- misc Light +8 See.Stealth +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Infused Cerebrum (8 def, 0 armour) 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +20 Cun dps ---------- Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Mind.save +15 (+4 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
| On hands | Bokoruintir (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Dex +4 Mag +13 Cun dps ---------- Spell.crit +2% Spell.pwr +15 (+2 eff.) Dmg.mod +12% arcane ----- def ----- Armour +2 Fatigue +3% Phys.save +11 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 Talents +5 Fatal Attractor Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Xaldanor the Splendourtorrent (dig speed 18 turns)3.0 T5 digger tool [Rare] Arcane While equipped: Stats +3 Str dps ---------- Dmg.mod +34% arcane Res.pen +15% light On Hit (Melee): * 22% chance to reduce armor by 50% ----- def ----- Resists +9% acid +18% light ---------- misc Spell.cld 10% Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| On fingers | Eilinita0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil +6 Mag dps ---------- Spell.pwr +10 (+1 eff.) Res.pen +10% mind +10% arcane Phasing +30% ----- def ----- Silence- +27% ---------- misc Mana/turn +0.22 Rings make your fingers look great! |
| Around neck | stralite amulet 'Emyreba'0.1 T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Mag dps ---------- Mind.pwr +15 (+4 eff.) Res.pen +10% mind Melee Ret 6 blight ----- def ----- Resists +23% lightning Phys.save +20 (+5 eff.) Spell.save +14 (+3 eff.) Mind.save +14 (+4 eff.) Stun/Frz- +34% ---------- misc Hate/m.crit +4.00 Max.psi +10.00 Amulets make your neck look great! |
| In main hand | Tulyzor (30-36 power, 6 apr, arcane element) 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Mag +7 Wil +3 Cun dps ---------- Phys.crit +9.0% Spell.crit +9% Mind.crit +3% Phys.pwr +14 (+5 eff.) Spell.pwr +31 (+5 eff.) Mind.pwr +15 (+4 eff.) S.pwr/crit +10 Dmg.mod +30% arcane Res.pen +10% blight Acc +12 (+4 eff.) ---------- misc Mana/turn +5.00 Hate/m.crit +3.00 Max.mana +82.00 Max.hate +6.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Zubymira 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +8 Mag +5 Cun +7 Lck dps ---------- Dmg.mod +6% blight Res.pen +20% blight Melee Ret 6 arcane ----- def ----- Defense +10 (+2 eff.) Resists +8% darkness +5% arcane +7% light Proj.slow +25% Stealth +8 ---------- misc T.Disarm +10 Mana/turn +0.34 Max.mana +44.00 Infravis +4 A belt that goes around your waist. |
| In off hand | stralite dagger 'Mayolle' (30-38 power, 9 apr) 1.0 T4 dagger 1H weapon [Random Unique] Nature/Master Power 29.5 - 38.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Phasing +30% On Crit: * project a beam of lightning While equipped: Stats +7 Str +4 Dex +7 Mag +6 Wil +10 Cun +8 Con dps ---------- Crit.mult +5.00% Res.pen +9% physical Phasing +30% Acc +22 (+7 eff.) Apr +12 ----- def ----- Defense +9 (+2 eff.) Disarm- +28% ---------- misc Mana/turn +0.12 Sharp, short and deadly. |
| Cloak | Ethereal Embrace (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+2 eff.) Resists +30% lightning +12% darkness +12% arcane Shield.dur +1 Shield.pwr +15% Stun/Frz- +50% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.8 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell 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 460.77 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. |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+6 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Talents +5 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! |
Inventory
medical injector implant of the sneak (efficiency 258% / cooldown 65%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 258% efficiency and cooldown mod of 65%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 186% / cooldown 89%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 186% efficiency and cooldown mod of 89%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 21%; reduction 4; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
wild infusion of the wizard (res 50%; physical; dur 3; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 50% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
shatter afflictions rune (absorb 92; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 4 turns and blocking 92 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking 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: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 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: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Fiery Choker0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+13 eff.) Steampwr +40 (+10 eff.) Spell.pwr +40 (+6 eff.) Mind.pwr +40 (+9 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." |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Xanubeth the Sparksting0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +5 Con dps ---------- Phys.crit +4.0% Phys.pwr +25 (+8 eff.) Dmg.mod +9% lightning +9% acid Apr +2 Melee Ret 6 fire ----- def ----- Armour +12 Defense +20 (+5 eff.) Amulets make your neck look great! |
stralite amulet 'Zanudil'0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +8 Mag dps ---------- Spell.crit +2% Spell.pwr +31 (+5 eff.) S.pwr/crit +10 Dmg.mod +12% arcane Res.pen +10% blight Phasing +20% ----- def ----- Resists +13% physical Spell.save +9 (+2 eff.) ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +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. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
wizard's voratun ring of perseverance0.1 T5 ring jewelry [Ego] Arcane/Master While equipped: Stats +8 Mag ----- def ----- Spell.save +16 (+4 eff.) HP.reg +2.00 Stun/Frz- +50% Rings make your fingers look great! |
Mayudamina the voratun mace (46-65 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Random Unique] Arcane/Nature/Master Power 46.5 - 65.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +19 nature On Hit: * Create an explosion dealing 151 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +22% lightning +12% arcane Res.pen +23% lightning +12% physical +15% arcane Acc +24 (+8 eff.) Apr +15 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Blunt and deadly. |
Aludur (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str +4 Mag +4 Wil dps ---------- Spell.crit +18% Spell.pwr +39 (+6 eff.) Dmg.mod +30% lightning +9% mind +30% cold +30% arcane +30% fire ----- def ----- Crit.chn- 15.00% Mind.save +9 (+2 eff.) ---------- misc Equi/ret +0.08 Max.mana +83.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element)5.0 T5 staff 2H weapon [Unique] Unknown Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+6 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
lifebinding dragonbone magestaff of protection (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego++] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +21 (+3 eff.) Dmg.mod +30% arcane ----- def ----- Resists +15% arcane HP.reg +1.50 Heal.mod +19% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone vilestaff of breaching (30-36 power, 6 apr, blight element)5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +8% Phys.pwr +12 (+4 eff.) Spell.pwr +25 (+4 eff.) Dmg.mod +30% blight Res.pen +15% blight Acc +11 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced voratun steamsaw of shearing (40-59 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego++] Nature/Master/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Mag Mastery Metaphasic Spin Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +95 Uses 1.0 Steam While equipped: Stats +10 Str +7 Dex +8 Mag +10 Wil +10 Cun +13 Con dps ---------- Res.pen +10% all Acc +14 (+4 eff.) Apr +12 ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 73 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. |
Samedan (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Dex +2 Wil +3 Cun +4 Con dps ---------- Acc +6 (+2 eff.) Apr +7 ----- def ----- Defense +3 (+1 eff.) Resists +9% darkness Phys.save +14 (+3 eff.) Spell.save +3 (+0 eff.) Max.HP +147.00 ---------- 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. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +30 (+5 eff.) ----- def ----- Defense +6 (+1 eff.) Resists +15% all Spell.save +25 (+6 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
silk robe 'Belanne' (20 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +17% acid +21% physical +18% light +16% fire +21% cold ----- def ----- Defense +20 (+5 eff.) Resists +27% light +11% fire +3% nature +13% all +17% acid +13% physical +15% cold +13% mind +16% darkness Crit.chn- 10.00% Phys.save +14 (+3 eff.) Spell.save +17 (+4 eff.) Mind.save +32 (+8 eff.) Max.HP +40.00 Blind- +20% ---------- misc Cooldown Refit Golem -5 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of voratun boots 'Runadig' (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +4% Dmg.mod +9% temporal Res.pen +19% darkness +19% temporal Melee Ret 6 arcane 4 temporal ----- def ----- Armour +5 Fatigue -4% Resists +24% temporal +24% darkness +5% arcane Phys.save +12 (+3 eff.) Def/telep +24 Res/telep +17% Dur/telep +24% ---------- misc Max.enc +45 Mana/turn +0.42 Max.mana +48.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+2 eff.) Acc +20 (+6 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-4 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-2 eff.) ----- def ----- Defense -10 (-3 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. |
Eastern Wood Hat (15 def, 0 armour)2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+12 eff.) Apr +15 ----- def ----- Defense +15 (+4 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Gylratta the hardened leather hat (6 def, 3 armour)2.0 T3 head armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Dex +2 Mag +1 Wil +7 Cun dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Acc +9 (+3 eff.) Apr +5 On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+1 eff.) Fatigue +3% Resists +7% blight +8% darkness Spell.save +7 (+1 eff.) Mind.save +10 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 53 light damage to everyone else who enters. The circle lasts 5 turns. A hat made of leather. Very stylish. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
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 (+1 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. |
catburglar's drakeskin leather cap of blood magic (0 def, 5 armour)2.0 T5 head armor [Ego++] Arcane/Master While equipped: Stats +10 Dex +6 Mag +5 Wil dps ---------- Spell.crit +4% Dmg.mod +17% blight +16% arcane ----- def ----- Armour +5 Fatigue +5% Resists +21% darkness ---------- misc Infravis +6 A cap made of leather. |
Quiver of the Sun (25/25, 34-48 power, 15 apr)3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
972 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
39 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
5 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. |
46 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) 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. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Chalugorn (dig speed 7 turns)3.0 T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +8 Cun +3 Str dps ---------- Crit.mult +10.00% Dmg.mod +15% mind +8% fire Acc +17 (+5 eff.) ----- def ----- Armour +4 Resists +6% temporal Mind.save +13 (+3 eff.) Die.at -20.00 life ---------- misc Infravis +8 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Noonfame the dwarven-steel pickaxe (dig speed 31 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +4 Dex +11 Wil +5 Con dps ---------- Dmg.mod +8% nature +12% darkness ----- def ----- Resists +13% nature +9% light ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
48 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. |
6 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Qog's Essentials2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 50 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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. |
Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Automated Portable 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. |
7 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 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. |
31 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. |
11 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 252/400 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 41] amazing fiery salve [power 41]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 176% efficiency and 58% cooldown modifier. Remove 3 magical effects and grants a fiery aura (41% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 41] amazing frost salve [power 41]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 176% efficiency and 58% cooldown modifier. Remove 3 physical effects and grants a frost aura (41% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing water salve [power 41] amazing water salve [power 41]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 176% efficiency and 58% cooldown modifier. Remove 3 mental effects and grants a water aura (41% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
mastercraft fireproof coating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +20% light +20% fire Tinkers can be attached to normal items to improve them with steam power! |
perfect mana coil0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +5.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
powerful moss tread0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Stealth +6 ---------- misc Talents +3 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
powerful second skin0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! |
steel grapple0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
voratun back support0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Tinkers can be attached to normal items to improve them with steam power! |
stralite torque of gale force 'Chamynik' [power 340] (15 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +24% blight Res.pen +15% acid On Hit (Melee): * 10% chance to reduce armor by 50% ----- def ----- Resists +3% acid +6% blight Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 585 physical damage Puts all charms on 15 cooldown 100% to gain a 32% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
9 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
12 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
37 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. |
7 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Urahir the Whitehoof Archmage level 50
42nd Loss 124th year of Ascendancy at 11:44 see stats
A View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Urahir the Whitehoof Archmage level 35
44th Pain 124th year of Ascendancy at 04:36 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Urahir the Whitehoof Archmage level 12
27th Retaking 124th year of Ascendancy at 06:02 see stats
Blood on the Moon (Insane (Adventure) difficulty)
Kill all of the Star Gazers within 7 game turns.By Urahir the Whitehoof Archmage level 35
42nd Pain 124th year of Ascendancy at 17:31 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Urahir the Whitehoof Archmage level 46
1st Loss 124th year of Ascendancy at 10:54 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Urahir the Whitehoof Archmage level 33
41st Pain 124th year of Ascendancy at 19:39 see stats
Got eggs? (Insane (Adventure) difficulty)
Finish the Pikataclysm event.By Urahir the Whitehoof Archmage level 45
50th Dearth 124th year of Ascendancy at 11:49 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Urahir the Whitehoof Archmage level 10
23rd Retaking 124th year of Ascendancy at 04:29 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Urahir the Whitehoof Archmage level 20
24th Revenge 124th year of Ascendancy at 18:27 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Urahir the Whitehoof Archmage level 30
27th Pain 124th year of Ascendancy at 18:57 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Urahir the Whitehoof Archmage level 40
12nd Dearth 124th year of Ascendancy at 11:01 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Urahir the Whitehoof Archmage level 50
3rd Loss 124th year of Ascendancy at 10:45 see stats
May the 4th be with you!
.By Urahir the Whitehoof Archmage level 50
20th Destruction 124th year of Ascendancy at 09:06 see stats
One Ill Turn Deserves Another (Insane (Adventure) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Urahir the Whitehoof Archmage level 50
48th Loss 124th year of Ascendancy at 05:46 see stats
Reclaiming Garkul's Heritage (Insane (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Urahir the Whitehoof Archmage level 38
2nd Dearth 124th year of Ascendancy at 14:32 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Urahir the Whitehoof Archmage level 42
49th Dearth 124th year of Ascendancy at 17:35 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Urahir the Whitehoof Archmage level 28
26th Pain 124th year of Ascendancy at 08:02 see stats
The Dead God Rests (Insane (Adventure) difficulty)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Urahir the Whitehoof Archmage level 50
11st Destruction 124th year of Ascendancy at 04:36 see stats
The High Lady's Destiny (Finale) (Insane (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Urahir the Whitehoof Archmage level 48
3rd Loss 124th year of Ascendancy at 00:34 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Urahir the Whitehoof Archmage level 50
46th Loss 124th year of Ascendancy at 15:36 see stats
This will make a big Omelette! (Insane (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Urahir the Whitehoof Archmage level 24
11st Pain 124th year of Ascendancy at 23:43 see stats
To the Bitter End (Insane (Adventure) difficulty)
You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By Urahir the Whitehoof Archmage level 50
11st Destruction 124th year of Ascendancy at 10:17 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Urahir the Whitehoof Archmage level 33
41st Pain 124th year of Ascendancy at 16:31 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Urahir the Whitehoof Archmage level 21
2nd Pain 124th year of Ascendancy at 05:34 see stats
True Savior (Insane (Adventure) difficulty)
Freed all the Orc Prides without killing a single mind-controlled orc.By Urahir the Whitehoof Archmage level 38
2nd Dearth 124th year of Ascendancy at 14:32 see stats
Log
Saving game...
Saving done.
Saving game...
Saving done.
There is an item here: The Twisted Blade (50-75 power, 24 apr)
There is an item here: Thoughtcaster
There is an item here: Razorblade, the Cursed Waraxe (38-53 power, 16 apr)
There is an item here: The Long-Arm
There is an item here: Annihilator
There is an item here: Gravitational Staff (30-36 power, 8 apr, physical element)
There is an item here: Nithan's Force
There is an item here: Eye of the Lost (17-19 power, 27 apr, mind damage)
There is an item here: Kinetic Spike (38-49 power, 40 apr)
There is an item here: Spectral Blade (26-42 power, 25 apr)
There is an item here: The Black Spike (48-67 power, 20 apr)
There is an item here: Khulmanar's Wrath (70-105 power, 8 apr)
There is an item here: Molten Skin (15 def, 12 armour)
There is an item here: Rogue Plight (6 def, 7 armour)
There is an item here: Unsetting Sun (16 def, 20 armour, 280 block)
There is an item here: Masochism (0 def, 0 armour)
There is an item here: Quasit's Skull (0 def, 12 armour)
There is an item here: Unbreakable Greaves (8 def, 20 armour)
There is an item here: Evermoss Robe (12 def, 0 armour)
There is an item here: Anmalice (47-66 power, 20 apr)
There is an item here: Goedalath Rock
Ran for 2 turns (stop reason: object seen).
Galen's Flowing Robe activates and increases Urahir's arcane dynamo power!


































































































































































