
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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: 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Use Item Shortcuts 1.7.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. 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 Verbose Crystal Resonance 1.7.0Improves the description of the Crystal Resonance effect triggered by Mindslayers' Matter is Energy talent, adding a description of the actual effects conferred based on the consumed gem. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Herald of the Herald 1.7.0Adds a display particle for the Nihil effect from the Forbidden Cults DLC, indicating the number of detrimental magical effects that have been applied since Nihil was gained and thus progress toward summoning a Herald of Oblivion. Also available as part of the ZOmnibus Addon Pack. Items Vault 1.7.6Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Curse Levels 1.7.0Adds game options related to equipment curses and cursed auras from the Defiling Touch talent:
Also adds a tooltip to Defiling Touch's Cursed Aura Selection dialog, showing the effect of each curse if you select it. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Pragmatic Heroism 1.7.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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 | Orc |
| Class | Psyshot |
| Level / Exp | 50 / 2176% |
| Size | big |
| Lifes / Deaths | Killed by sunwall vindicator at level 13 on the 2nd Revenge 124th year of Ascendancy at 23:05 1 / 6Killed by Nektosh the One-Horned at level 36 on the 25th Dearth 124th year of Ascendancy at 13:27 Killed by fire drake at level 50 on the 1st Revenge 125th year of Ascendancy at 17:45 Killed by fire drake at level 50 on the 1st Revenge 125th year of Ascendancy at 20:31 Killed by fire drake at level 50 on the 1st Revenge 125th year of Ascendancy at 23:25 Killed by Adotha the devourer at level 50 on the 2nd Revenge 125th year of Ascendancy at 23:22 |
Primary Stats
| Strength | 53 (base 10) |
| Dexterity | 76 (base 60) |
| Constitution | 36 (base 10) |
| Magic | 67 (base 60) |
| Willpower | 53 (base 29) |
| Cunning | 106 (base 60) |
Resources
| Mana | 489/489 |
| Equilibrium | 0 |
| Life | 1346/1346 |
| Steam | 100/100 |
| Psi | 148/148 |
| Healing Factor | 1.3379202340232 |
| Regeneration | 19.065363334831 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 18.088689042296 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 136 |
| Accuracy | 74 |
| Crit Chance | 82% |
| APR | 45 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 122 |
| Accuracy | 68 |
| Crit Chance | 85% |
| APR | 99 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 76 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 77 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +29% |
| Temporal | +41% |
| Blight | +35% |
| Physical | +62% |
| Cold | +32% |
| All | +26% |
Offense: Damage Penetration
| Temporal | +17% |
| Physical | +35% |
| All | +7% |
| Nature | +12% |
Defense: Base
| Armour (hardiness) | 28 (57.155997060385%) |
| Defense | 75 |
| Ranged Defense | 75 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 38 |
| Mental Save | 42 |
Defense: Resistances
| Blight | + 57%( 70%) |
| Arcane | + 39%( 40%) |
| Cold | + 75%( 80%) |
| All | + 53%( 70%) |
| Physical | + 54%( 70%) |
| Darkness | + 64%( 80%) |
| Light | + 64%( 70%) |
| Temporal | + 57%( 70%) |
| Lightning | + 80%( 80%) |
| Mind | + 69%( 70%) |
| Fire | + 74%( 80%) |
| Nature | + 67%( 80%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 0% |
| Pinning Resistance | 40% |
| Disarm Resistance | 37% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 29% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.8 steam per turn. Can be activated for an instant burst of 79 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.3 steam per turn. Can be activated for an instant burst of 72 steam. |
| 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 120% efficiency and cooldown mod of 56%. |
| 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 99% efficiency and cooldown mod of 66%. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Automated Cloak Tessellation |
| talent | Embedded Restoration Systems |
| talent | Gestalt |
| talent | Premonition |
| talent | Mechanical Arms |
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 |
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 | 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 (+1 eff.) Fatigue +2% other ------- Talents +5 Rocket Boots Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 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. |
| Quiver | barbed pouch of voratun shots of crippling (22/22, 60-71 power, 6 apr) 3.0 Encumbrance T5 shot ammo [Ego++] Master Weapon Damage 59.5 - 71.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +22.0% Capacity 22 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 384 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | ethereal dwarven lantern of illusion0.0 Encumbrance T5 lite [Ego++] Arcane/Psionic While equipped: Stats +8 Mag offense ------ Spellpower +17 (+4 eff.) defense ------ Defense +13 (+3 eff.) Physical save +13 (+5 eff.) Spell save +16 (+6 eff.) Mind save +15 (+5 eff.) other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Gorirab' (0 def, 5 armour) 3.0 Encumbrance T5 head armor [Rare] Psionic While equipped: Stats +14 Cun +5 Wil offense ------ Critical power +22.27% Mindpower +6 (+2 eff.) Damage +9% blight +15% temporal Ignore resists +10% temporal Accuracy +25 (+6 eff.) defense ------ Armor +5 Fatigue +5% Resistance +9% temporal other ------- Max psi +30.00 Light +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Nimbusbringer the hardened leather gloves (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +9 Str +9 Dex +6 Cun offense ------ Physical Crit +8.0% Damage +9% physical Accuracy +8 (+2 eff.) Ignore Armor +10 When Hit 8 lightning defense ------ Armor +2 other ------- Talents +5 Spring Grapple Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +10 Critical Rate +3.0% Attack Speed 100% On Hit: 15% Perfect Strike level 3 Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Shinebreak (dig speed 9 turns)3.0 Encumbrance T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +15 Str +9 Wil offense ------ Physical Crit +14.0% Mind Crit +11% Critical power +13.00% Physical Power +9 (+1 eff.) Damage +3% lightning Ignore Armor +8 When Hit 2 darkness defense ------ Fatigue -9% Resistance +12% lightning +6% light +3% darkness other ------- Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | 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" |
| On fingers | stralite ring 'Eremystir'0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +8 Con offense ------ Spell Crit +1% Critical power +5.00% Physical Power +10 (+1 eff.) Ignore Shields +10% defense ------ Life +114.00 Life Regen +12.00 Healmod +14% Disarm Resist +37% Pinning Resist +40% Knockbk Resist +29% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Vim-on-crit +2.00 Rings make your fingers look great! |
| Around neck | Blindnail0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +9% physical Ignore resists +28% physical Ignore Armor +8 defense ------ Defense +34 (+8 eff.) Resistance +3% physical +24% fire +18% light +26% cold other ------- Max stamina +33.81 Amulets make your neck look great! |
| In main hand | swiftstrike voratun steamgun of true flight 4.0 Encumbrance T5 steamgun 1H weapon [Ego++] Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +35 Critical Rate +20.0% Attack Speed 100% Range +10 Projectile Speed +800% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +5 Cun offense ------ Physical Crit +9.0% Combat Speed +10% Accuracy +12 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | hardened leather belt 'Bogtrail' 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Con offense ------ Physical Crit +3.0% Critical power +10.00% Physical Power +14 (+2 eff.) Damage +6% cold Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 71% defense ------ Resistance +9% nature Physical save +8 (+3 eff.) Life +45.00 other ------- Size +1 A belt that goes around your waist. |
| In off hand | Amydudir the living mindstar (17-19 power, 60 apr, nature damage) 3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature Weapon Damage 17.0 - 18.7 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +60 Critical Rate +25.0% Attack Speed 100% On-Hit, radius 1 +12 physical While equipped: Stats +3 Wil +8 Con offense ------ Mind Crit +5% Critical power +15.00% Mindpower +10 (+3 eff.) Damage +18% physical Ignore Armor +13 defense ------ Armor +10 Defense +15 (+4 eff.) Resistance +9% mind +9% blight Life +50.00 Life Regen +2.00 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Ureslak's Molted Scales (0 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +50% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Max Resistance +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Stun Resist +50% Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
| Main armor | tormentor's silk robe of power (0 def, 10 armour) 2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +6 Cun offense ------ Critical power +16.00% Spellpower +18 (+4 eff.) Damage +16% all defense ------ Armor +10 Resistance +13% all Crit Resistance 35.00% other ------- Hate-on-crit +4.00 Psi-on-crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the titan (speed 678%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 678% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 619%; cd 18)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 619% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 672%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 672% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 318; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 318 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 721; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 721 life over 5 turns. 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. |
wild infusion (res 16%; mental; dur 2; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; physical; dur 2; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 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 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; magical, physical; dur 2; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 34%; magical, physical; dur 4; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 36%; magical, physical; dur 2; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 36% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (res 30%; mental, magical; dur 4; 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 cure yourself of one random mental and magical effect and reduce all damage taken by 30% for 4 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. |
blink rune (range 4; phase 12; cd 19)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 6; phase 21; cd 20)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 211; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 211 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 251; dur 5; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 251 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 37; blocks 7; dur 4; cd 12)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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 up to 7 times. 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 psychic (range 85; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 85 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 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. |
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: Armour Reinforcement0.1 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 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 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. |
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. |
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. |
3 schematic: Kinetic Stabiliser0.1 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: 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: 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. |
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. |
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: Silver Filigree0.1 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 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. |
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. |
schematic: Steamgun0.1 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: 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. |
2 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: Waterproof 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. |
schematic: White 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. |
schematic: Winterchill 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. |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 358 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Frost Lord's Chain0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+3 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Gardanion, the Light of God0.1 Encumbrance T5 amulet jewelry [Unique] Unknown While equipped: offense ------ Physical Power +40 (+6 eff.) Steampower +40 (+8 eff.) Spellpower +40 (+9 eff.) Mindpower +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." |
archmage's gold amulet of magic (+9)0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane While equipped: Stats +9 Mag offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +5% acid +5% fire +5% cold +6% lightning Amulets make your neck look great! |
copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Healmod +11% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 453 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
gold amulet 'Smearterror'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% darkness +24% fire Ignore resists +25% nature When Hit 2 darkness 4 fire On-Hit (Melee): * 20% chance to slow global speed by 71% defense ------ Resistance +15% fire +9% darkness +22% cold Amulets make your neck look great! |
insulating steel amulet of vision0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +14% fire +16% cold Blind Resist +13% other ------- Infravision +4 Sight +2 See Invisibility +9 Amulets make your neck look great! |
starlit steel amulet of dexterity (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +12% light +12% darkness Blind Resist +26% Amulets make your neck look great! |
warrior's gold amulet of magic (+3)0.1 Encumbrance T3 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag defense ------ Resistance +7% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
Mnemonic0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+3 eff.) defense ------ Resistance +25% mind Mind save +20 (+7 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 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) Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 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. |
Sparkrot the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun +8 Wil offense ------ Mindpower +13 (+3 eff.) Damage +12% lightning Ignore resists +25% acid +25% fire defense ------ Resistance +24% lightning +15% fire Rings make your fingers look great! |
Umbrapall0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun offense ------ Physical Crit +3.0% On-Hit 23 physical On-Ranged-Hit 20 physical Damage +15% darkness Ignore resists +25% physical Ignore Armor +10 On-Hit (Melee): * 15% chance to reduce all saves and defense by 42 On-Hit (Ranged): * 15% chance to reduce all saves and defense by 42 defense ------ Defense +25 (+6 eff.) Resistance +9% darkness other ------- Hate-on-crit +3.00 Max hate +10.00 Light +3 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
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 19.84 cold and 24.35 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 Encumbrance T4 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +7 Mag offense ------ Physical Power +28 (+4 eff.) Spellpower +34 (+7 eff.) Mindpower +29 (+6 eff.) Damage +8% all Ignore resists +10% arcane When Hit 8 mind defense ------ Resistance +3% mind +12% lightning 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? |
conjurer's gold ring of clarity0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +4 Wil offense ------ Spellpower +8 (+2 eff.) defense ------ Mind save +8 (+3 eff.) Confus Resist +22% Rings make your fingers look great! |
gladiator's gold ring of light (+30%)0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +6 Con offense ------ Physical Power +7 (+1 eff.) Damage +15% light defense ------ Resistance +30% light Rings make your fingers look great! |
sneakthief's stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego++] Master While equipped: Stats +7 Cun +8 Dex offense ------ Accuracy +22 (+6 eff.) Ignore Armor +11 defense ------ Defense +11 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
solipsist's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mindpower +7 (+2 eff.) defense ------ Life +30.00 Disarm Resist +38% Pinning Resist +28% Knockbk Resist +29% Rings make your fingers look great! |
steel ring 'Mayata'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +7 Con offense ------ Physical Power +8 (+1 eff.) Damage +15% arcane Ignore resists +15% arcane defense ------ Defense +15 (+4 eff.) Resistance +21% acid Confus Resist +20% Stun Resist +20% Rings make your fingers look great! |
stralite ring 'Glintnigh'0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +5 Dex +5 Cun +4 Con offense ------ Damage +15% light When Hit 8 light defense ------ Resistance +9% fire Life +88.00 Life Regen +17.00 Healmod +18% other ------- Infravision +3 Rings make your fingers look great! |
titan's gold ring of frost (+26%)0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con offense ------ Damage +13% cold defense ------ Resistance +26% cold Physical save +8 (+3 eff.) Rings make your fingers look great! |
treant's gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +6 Cun offense ------ On-Hit 14 physical On-Ranged-Hit 13 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 42 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 42 defense ------ Resistance +7% nature +6% blight Poison Resist +11% Disease Resist +12% other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
voratun ring 'Xavea'0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +4 Str +7 Dex defense ------ Resistance +15% temporal +6% arcane +22% light Life Regen +9.00 Stun Resist +42% other ------- Light +3 See Invisibility +27 Rings make your fingers look great! |
Amethyst of Sanctuary (15-16 power, 26 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 15.0 - 16.5 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +26 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +8 Wil offense ------ Mind Crit +7% Mindpower +14 (+3 eff.) defense ------ Resistance +15% mind Mind save +25 (+9 eff.) other ------- Max psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
living mindstar of sand (17-19 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature Weapon Damage 17.0 - 18.7 Nature Uses 50% Wil, 50% Mag, 30% 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: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) On-Hit 12 physical Damage +11% physical Ignore resists +18% physical defense ------ Resistance +8% physical other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
The Long-Arm4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% Shoots beams through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
The Shotgonne9.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Damage Multiplier 125% Range +6 Projectile Speed +600% Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
Thoughtcaster4.0 Encumbrance T5 steamgun 1H weapon [Unique] Psionic/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 110% Range +10 Projectile Speed +600% On Hit: * deal 97.02 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: offense ------ Steam Crit +5% Mind Crit +5% Steampower +15 (+3 eff.) Mindpower +15 (+4 eff.) other ------- Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
overgrown stralite steamgun of enduring4.0 Encumbrance T4 steamgun 1H weapon [Ego+] Nature/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On Hit: 10% Overgrowth level 4 Uses 2.0 Steam While equipped: Stats +9 Con +9 Wil defense ------ Life +53.00 Life Regen +1.60 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
balancing hardened leather belt of transcendence1.0 Encumbrance T3 belt armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +3 Dex offense ------ Physical Crit +8.0% Mind Crit +8% Mindpower +4 (+1 eff.) defense ------ Physical save +6 (+3 eff.) A belt that goes around your waist. |
insulating hardened leather belt of the vagrant1.0 Encumbrance T3 belt armor [Ego+] Nature/Master While equipped: Stats +1 Con offense ------ Mindpower +6 (+2 eff.) defense ------ Resistance +7% fire +6% cold Mind save +8 (+3 eff.) A belt that goes around your waist. |
Barulathandur (26 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: defense ------ Defense +26 (+6 eff.) Resistance +15% blight Crit Resistance 15.00% Physical save +10 (+4 eff.) Blind Resist +20% Cut Resist +20% Confus Resist +20% Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's cashmere cloak of protection (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Dex +3 Con defense ------ Defense +2 (+1 eff.) Spell save +13 (+5 eff.) Mind save +8 (+3 eff.) other ------- Stamina/turn +0.70 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's elven-silk cloak of the guardian (15 def, 7 armour)2.0 Encumbrance T5 cloak armor [Ego++] Master While equipped: Stats +4 Cun +5 Dex offense ------ Accuracy +10 (+3 eff.) Ignore Armor +7 defense ------ Armor +7 Defense +15 (+4 eff.) Resistance +0% lightning Physical save +22 (+8 eff.) Spell save +25 (+9 eff.) Mind save +22 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+5 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 50 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Shoes of Slowly Moving Quickly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun offense ------ Steampower +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Fatigue +6% Pinning Resist +600% Knockbk Resist +100% 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: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 10 Cooldown: 15 Travel.spd 100% of base Is: a mind power and 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 27.45 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 146.37 lightning and 183.81 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! |
stone warden's drakeskin leather gloves of the iron hand (0 def, 16 armour)1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Wil +11 Con defense ------ Armor +16 Hardiness +9% Resistance +10% physical Disarm Resist +31% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 27.5 - 30.3 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On Hit: 5% Stone Touch level 5 On Hit: 10% Disarm level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arthyradas the Blazewind (3 def, 20 armour)2.0 Encumbrance T5 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +16% physical +18% darkness +12% light When Hit 12 light On-Hit (Melee): * 26% chance to slow global speed by 71% defense ------ Armor +20 Defense +3 (+1 eff.) Resistance +20% physical +28% darkness +12% cold Crit Resistance 19.62% Physical save +21 (+8 eff.) Spell save +24 (+8 eff.) Mind save +24 (+8 eff.) Life Regen +5.23 other ------- Max hate +15.00 A pointy cloth hat, very wizardly... |
Brass Goggles (10 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+5 eff.) Ignore Armor +15 defense ------ Defense +10 (+3 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +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 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +0 Cun +4 Wil offense ------ Physical Power -10 (-2 eff.) Spellpower -10 (-3 eff.) Mindpower -10 (-2 eff.) defense ------ Defense -10 (-2 eff.) Resistance +10% cold +10% darkness +10% arcane 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. |
Cyremira (0 def, 11 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Master While equipped: Stats +9 Str +6 Mag +6 Wil +8 Con offense ------ Physical Crit +4.0% Spell Crit +4% Physical Power +20 (+3 eff.) Damage +16% blight +14% arcane Ignore Armor +2 defense ------ Armor +11 Fatigue +5% other ------- Stamina/turn +3.00 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 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 479.3 Physical damage. If the attack hits, the target is confused (43% 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 cap made of leather. |
Polasemira the hardened leather cap (30 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +0 Cun +4 Wil offense ------ Physical Power +25 (+4 eff.) Damage +18% physical defense ------ Armor +3 Defense +30 (+7 eff.) Fatigue +3% Resistance +10% fire +8% cold other ------- Light +3 A cap made of leather. |
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! |
hardened leather cap 'Aerarethra' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +10 Cun offense ------ Critical power +20.00% defense ------ Armor +3 Fatigue +3% Resistance +25% blight +11% darkness Spell save +11 (+4 eff.) Mind save +11 (+4 eff.) other ------- EQ when Hit +0.12 Hate-on-crit +5.00 Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 30 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
516 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. |
34 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. |
9 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. |
30 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
10 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. |
5 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 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. |
12 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Hettogarig (dig speed 14 turns)3.0 Encumbrance T3 digger tool [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Str +5 Wil offense ------ Physical Crit +8.0% Mind Crit +8% Damage +6% mind Ignore resists +15% mind Ignore Armor +8 When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 42 defense ------ Resistance +6% acid +3% mind Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Life +61.00 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 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 +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 4.0 Power cost 30 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 109.13 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
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)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)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
36 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. |
4 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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
6 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+4 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 309.96 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
dwarven lantern 'Tempestshear'1.0 Encumbrance T5 lite [Rare] Psionic While equipped: Stats +3 Cun +8 Wil offense ------ Mind Crit +7% Mindpower +25 (+6 eff.) Damage +18% blight +9% temporal +12% lightning defense ------ Mind save +15 (+5 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max hate +6.00 Max psi +30.00 Light +5 See Stealth +17 See Invisibility +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
piercing dwarven lantern of clarity1.0 Encumbrance T5 lite [Ego+] Master/Psionic While equipped: offense ------ Ignore resists +6% all Ignore Armor +13 defense ------ Mind save +12 (+4 eff.) other ------- Light +7 See Stealth +13 See Invisibility +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Fortune's Eye2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+3 eff.) Ignore Armor +12 defense ------ Defense +12 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 2.2 Power cost 18 out of 35/35. 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. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +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. |
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. |
9 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. |
13 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. |
29 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. |
7 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 (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 18] amazing fiery salve [power 18]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Remove 3 magical effects and grants a fiery aura (18% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 18] amazing frost salve [power 18]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Remove 3 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 260] amazing healing salve [power 260]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Heal 260 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing pain suppressor salve [power 228] amazing pain suppressor salve [power 228]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Let you fight up to -228 life and reduces all damage by 29% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 18] amazing water salve [power 18]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Remove 3 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
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. |
dwarven steel back support0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Fatigue -12% other ------- Encumbrance +30 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel saw projector0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +3 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunderclap coating0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag On-Hit, radius 1 +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunderclap coating0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag On-Hit, radius 1 +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
perfect explosive shell0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +5 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulator0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun defense ------ Mind save +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
voratun fatal attractor0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
voratun grip0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +100% other ------- Talents +5 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lens0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +7 Sight +2 See Stealth +15 See Invisibility +15 Tinkers can be attached to normal items to improve them with steam power! |
Tempestmaim [power 475] (15 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +4 Mag +12 Wil +4 Cun +8 Con offense ------ Damage +15% lightning Accuracy +25 (+6 eff.) Ignore Armor +6 other ------- Light +3 Blast the opponent's mind dealing 598 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase the duration of 3 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Scorchpython [power 314] (15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +15% fire defense ------ Resistance +1% physical +6% darkness +3% cold +6% mind +6% light Unlife -80.00 life Heal yourself and all friendly characters within 10 spaces for 314 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. |
yew totem of stinging 'Darkmoon' [power 290] (15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Physical Power +10 (+1 eff.) Ignore resists +5% darkness +15% physical On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +12% light other ------- Stamina/turn +3.00 Sting an enemy dealing 365 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
6 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. |
Gunuhell the Shinefist [power 370] (15 cooldown)2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +7 Cun offense ------ Mind Crit +2% Critical power +15.00% Mindpower +25 (+6 eff.) When Hit 8 light defense ------ Resistance +9% light other ------- EQ when Hit +0.12 Psi when Hit +0.24 Max psi +30.00 Fire a magical bolt dealing 466 acid damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding 'Bethethra' [power 290] (20 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Critical power +10.00% Ignore resists +5% mind defense ------ Armor +2 Resistance +15% temporal Spell save +9 (+3 eff.) Healmod +10% Pinning Resist +20% Create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance 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. |
7 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. |
15 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 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. |
37 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. |
2 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. |
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
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Alex, mind shooter the Orc Psyshot level 11
24th Retaking 124th year of Ascendancy at 00:41 see stats
A View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Alex, mind shooter the Orc Psyshot level 37
26th Dearth 124th year of Ascendancy at 17:01 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Alex, mind shooter the Orc Psyshot level 14
5th Revenge 124th year of Ascendancy at 17:53 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Alex, mind shooter the Orc Psyshot level 49
24th Remembrance 125th year of Ascendancy at 09:16 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Alex, mind shooter the Orc Psyshot level 31
35th Pain 124th year of Ascendancy at 19:27 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Alex, mind shooter the Orc Psyshot level 50
49th Retaking 125th year of Ascendancy at 21:06 see stats
Imp'ing Away (Insane (Adventure) difficulty)
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Alex, mind shooter the Orc Psyshot level 50
6th Revenge 125th year of Ascendancy at 09:27 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Alex, mind shooter the Orc Psyshot level 10
18th Retaking 124th year of Ascendancy at 09:56 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Alex, mind shooter the Orc Psyshot level 20
34th Revenge 124th year of Ascendancy at 19:00 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Alex, mind shooter the Orc Psyshot level 30
19th Pain 124th year of Ascendancy at 15:37 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Alex, mind shooter the Orc Psyshot level 40
16th Loss 124th year of Ascendancy at 18:59 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Alex, mind shooter the Orc Psyshot level 50
39th Remembrance 125th year of Ascendancy at 22:07 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 Alex, mind shooter the Orc Psyshot level 50
51st Retaking 125th year of Ascendancy at 06:54 see stats
Reclaiming Garkul's Heritage (Insane (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Alex, mind shooter the Orc Psyshot level 40
17th Loss 124th year of Ascendancy at 16:40 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Alex, mind shooter the Orc Psyshot level 36
25th Dearth 124th year of Ascendancy at 05:08 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Alex, mind shooter the Orc Psyshot level 25
17th Pain 124th year of Ascendancy at 16:12 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 Alex, mind shooter the Orc Psyshot level 50
5th Revenge 125th year of Ascendancy at 12:35 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 Alex, mind shooter the Orc Psyshot level 47
16th Remembrance 125th year of Ascendancy at 18:23 see stats
The Rat Lich (Insane (Adventure) difficulty)
Killed the terrible Rat Lich.By Alex, mind shooter the Orc Psyshot level 50
37th Retaking 125th year of Ascendancy at 12:59 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Alex, mind shooter the Orc Psyshot level 49
24th Remembrance 125th year of Ascendancy at 03:08 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Alex, mind shooter the Orc Psyshot level 49
38th Remembrance 125th year of Ascendancy at 23:16 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Alex, mind shooter the Orc Psyshot level 36
25th Dearth 124th year of Ascendancy at 12:51 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Alex, mind shooter the Orc Psyshot level 23
49th Revenge 124th year of Ascendancy at 23:24 see stats
We weren't kidding! (Insane (Adventure) difficulty)
Die to Nektosh's beam without being pinned, stunned, asleep, dazed, or confused.By Alex, mind shooter the Orc Psyshot level 36
25th Dearth 124th year of Ascendancy at 13:27 see stats
Log
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Today is the 11st Revenge of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:25.
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Today is the 12nd Revenge of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
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There is a Path to a peak leading to the Sunwall Observatory here (press '' or right click to use).
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There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
--------------------------------
Saving done.
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There is a way into a strange cave here (press '' or right click to use).
--------------------------------
There is a way up here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
--------------------------------
Saving done.
Alex, mind shooter deactivates his cloak's restoration systems.
A psionic shield forms around Alex, mind shooter.































































































































































