Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
Addons | OldRPG Revival Tileset - Factions, NPC, Shaders 1.4.9 Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Ashes of Urh'Rok 1.5.0Official 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:
OldRPG Revival Tileset - Player Sprites 1 of 5 1.4.9 OldRPG Revival Tileset - Embers Player Sprites 1 of 4 1.4.9 OldRPG Revival Tileset - Terrain 2 of 2 1.4.9 OldRPG Revival Tileset - Player Sprites 3 of 5 1.4.9 Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
OldRPG Revival - Particles 2 of 2 1.4.9 OldRPG Revival - Achievements 2 of 2 1.4.9 OldRPG Revival Tileset - Player Sprites 5 of 5 1.4.9 Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log OldRPG Revival Tileset - Objects, Store, Stars 1.4.9 OldRPG Revival - Talents 1.4.9oldRPG Tileset. Contains talents. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.5.0Official 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:
OldRPG Revival Tileset - Embers Terrain 3 of 3 1.4.9 OldRPG Revival Tileset - Embers Player Sprites 3 of 4 1.4.9 OldRPG Revival Tileset - Embers NPCs&Such 1.4.9 OldRPG Revival Tileset - Player Sprites 4 of 5 1.4.9 Items Vault 1.5.0Donators/Buyers bonus! OldRPG Revival Tileset - Embers Terrain 1 of 3 1.4.9 OldRPG Revival Tileset - Player Sprites 2 of 5 1.4.9 OldRPG Revival Tileset - Embers Player Sprites 2 of 4 1.4.9 OldRPG Revival Tileset - Embers Misc 1.4.9 OldRPG Revival Tileset - Embers Terrain 2 of 3 1.4.9 OldRPG Revival - Achievements 1 of 2 1.4.9 Possessor Bonus Class 1.5.4Donators/Buyers bonus! OldRPG Revival Tileset - Terrain 1 of 2 1.4.9 OldRPG Revival - Particles 1 of 2 1.4.9 OldRPG Revival Tileset - Embers Player Sprites 4 of 4 1.4.9 Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game OldRPG Revival Tileset - Misc (Trap, Tactical, Lore, etc) 1.4.9 OldRPG Revival - UI 1.4.9oldRPG Tileset. Contains UI Elements. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Shalore |
Class | Gunslinger |
Level / Exp | 50 / 792% |
Size | medium |
Lifes / Deaths | Killed by Mad Eye at level 40 on the 35th Dusk 123rd year of Ascendancy at 14:47 / 1 |
Primary Stats
Strength | 101 (base 49) |
Dexterity | 116 (base 60) |
Constitution | 51 (base 16) |
Magic | 70 (base 44) |
Willpower | 35 (base 7) |
Cunning | 116 (base 61) |
Resources
Life | 1041/1041 |
Mana | 412/459 |
Steam | 100/100 |
Positive | 0/177 |
Healing Factor | 1.2782805429864 |
Regeneration | 20.388574660633 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 11 |
Infravision | 26 |
See Stealth | 33 |
See Invisible | 40 |
Offense: Mainhand
Damage | 151 |
Accuracy | 77 |
Crit Chance | 70% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | 151 |
Accuracy | 77 |
Crit Chance | 70% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 51% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
Physical | +51% |
Darkness | +25% |
Light | +23% |
Temporal | +16% |
Blight | +22% |
Arcane | +25% |
Fire | +22% |
All | +7% |
Offense: Damage Penetration
Nature | +15% |
Lightning | +15% |
Light | +25% |
Acid | +15% |
Blight | +15% |
Physical | +15% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 79.723073231957 (100%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 8 |
Physical Save | 70 |
Spell Save | 37 |
Mental Save | 55 |
Defense: Resistances
Acid | + 40%( 70%) |
Blight | + 35%( 70%) |
Physical | + 69%( 70%) |
Cold | + 46%( 70%) |
All | + 30%( 70%) |
Lightning | + 62%( 70%) |
Light | + 50%( 70%) |
Mind | + 38%( 70%) |
Fire | + 54%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 10% |
Blind Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
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 20.0 steam per turn. Can be activated for an instant burst of 100 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 168% efficiency and cooldown mod of 51%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 180% efficiency and cooldown mod of 60%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 562 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 850% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Gunslinging | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.50 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Agile Gunner |
talent | Evasive Shots |
talent | Automated Cloak Tessellation |
talent | Secrets of the Eternals |
talent | Premonition |
talent | Chant of Fortress |
talent | Embedded Restoration Systems |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 669. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (9 def, 23 armour) Unbreakable Greaves (9 def, 23 armour) 3.0 T5 feet armor [Unique] Master While equipped: Stats +23 Str -6 Dex +12 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +23 Hardiness +20% Defense +9 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% ---------- misc Talents +5 Rocket Boots These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | pouch of voratun shots 'Erygrim' (21/21, 164% power, 6 apr) pouch of voratun shots 'Erygrim' (21/21, 164% power, 6 apr) 3.0 T5 shot ammo [Random Unique] Arcane Power 165% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 21 Ranged+ +18 lightning +20 darkness +17 blight On Hit.r1 +16 blight +15 fire On Crit.r2 +8 blight On Hit: * 25% chance for lightning to arc to a second target * 20% chance to curse the target While equipped: ---------- misc Talents +5 Explosive Shell Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
Light source | preserving alchemist's lamp of health preserving alchemist's lamp of health 1.0 T3 lite [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +16% light ----- def ----- Resists +8% blight Max.HP +51.00 HP.reg +2.80 ---------- misc Light +7 See.Stealth +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Eastern Wood Hat (16 def, 0 armour) Eastern Wood Hat (16 def, 0 armour) 2.0 T5 head armor [Unique] Master While equipped: Stats +13 Cun +19 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +16 (+5 eff.) Blind- +100% Silence- +0% ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Blind-Fight: No penalty when attacking invisible/stealthed This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. This item has been sent to the Item's Vault. |
Tool | dwarven-steel pickaxe 'Lightglean' (dig speed 30 turns) dwarven-steel pickaxe 'Lightglean' (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +8 Dex dps ---------- Phys.crit +3.0% Res.pen +25% light Melee Ret 8 physical ----- def ----- Fatigue -6% Phys.save +10 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ring of the Dead Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
On fingers | Halista Halista0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Mag +3 Wil +8 Cun dps ---------- Melee+ 23 bleed Ranged+ 20 bleed Dmg.mod +9% temporal +18% arcane +19% physical On Hit (Melee): * 19% chance to cause random gloom On Hit (Ranged): * 18% chance to cause random gloom ----- def ----- Resists +19% physical HP.reg +4.40 Stun/Frz- +39% ---------- misc Hate/m.crit +3.00 Max.mana +40.00 Max.hate +14.00 Bleeding Edge: Puts all charms on 19 cooldown Level 4.0 Pwr.cost 19 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Around neck | voratun amulet 'Ebonytooth' voratun amulet 'Ebonytooth'0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Str +12 Dex +12 Wil dps ---------- Crit.mult +20.00% Spell.pwr +14 (+4 eff.) Dmg.mod +15% blight +15% fire +9% darkness Res.pen +15% blight ----- def ----- Fatigue -22% HP.reg +4.00 Blind- +39% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +20.00 Infravis +10 Sight +2 See.Invis +15 Amulets can have magical properties. |
In main hand | Glacia Glacia 4.0 T4 steamgun 1H weapon [Unique] Arcane/Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% On Hit.r1 +0 20% chance of physical repulsion On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). * flashes light on your target dealing 127 damage Uses 2.0 Steam While equipped: dps ---------- Crit.mult +15.00% ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. This item has been sent to the Item's Vault. |
Around waist | Neryldaminne the Brightquake Neryldaminne the Brightquake 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +5 Cun +4 Con +8 Lck dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Resists +7% acid +6% light +7% lightning +8% cold +6% mind +5% fire Mind.save +8 (+2 eff.) Stealth +7 ---------- misc T.Disarm +9 Light +2 Infravis +4 A belt that goes around your waist. This item has been sent to the Item's Vault. |
In off hand | Ol' Shooty Ol' Shooty 4.0 T5 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +20 acid blind +35 nature +20 dazing lightning On Crit.r2 +2 mind On Hit: * 40% chance to inflict 15% damage reduction * flashes light on your target dealing 126 damage Uses 2.0 Steam While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Crit.mult +15.00% Dmg.mod +9% darkness Res.pen +15% lightning +10% fire +15% nature +15% acid Acc +14 (+3 eff.) ----- def ----- Resists +6% mind +10% all HP.reg +2.50 ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | Murim the elven-silk cloak (12 def, 0 armour) Murim the elven-silk cloak (12 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Nature While equipped: Stats +2 Mag ----- def ----- Defense +12 (+4 eff.) Resists +8% acid +23% light +15% cold +29% fire +9% nature +39% lightning Phys.save +15 (+3 eff.) Mind.save +11 (+3 eff.) Stealth +9 Die.at -50.00 life Stun/Frz- +50% ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Borfast's Cage (11 def, 32 armour) Borfast's Cage (11 def, 32 armour) 17.0 T3 massive armor [Unique] Master While equipped: Stats +6 Con dps ---------- Melee Ret 0 physical ----- def ----- Armour +32 Defense +11 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 35.00% Crit.chn- 20% Phys.save +16 (+4 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
Elixir of Invulnerability Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
medical injector implant (efficiency 139% / cooldown 82%) medical injector implant (efficiency 139% / cooldown 82%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 139% efficiency and cooldown mod of 82%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 127% / cooldown 55%) medical injector implant (efficiency 127% / cooldown 55%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 127% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 146% / cooldown 80%) medical injector implant (efficiency 146% / cooldown 80%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 146% efficiency and cooldown mod of 80%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 104% / cooldown 89%) medical injector implant of the psychic (efficiency 104% / cooldown 89%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 104% efficiency and cooldown mod of 89%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the warrior (efficiency 219% / cooldown 61%) medical injector implant of the warrior (efficiency 219% / cooldown 61%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 219% efficiency and cooldown mod of 61%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 12) steam generator implant (steam 12)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 11) steam generator implant of the warrior (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.2 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion of the duelist (695% speed; 5 turns) movement infusion of the duelist (695% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 695% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. Press to compare to your current inscriptions |
movement infusion of the warrior (783% speed; 6 turns) movement infusion of the warrior (783% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 783% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the warrior (+19 for 9 turns, die at -771) heroism infusion of the warrior (+19 for 9 turns, die at -771)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 9 turns. While Heroism is active, you will only die when reaching -771 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
copper amulet 'Glille' copper amulet 'Glille'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Dex ----- def ----- Resists +12% acid Pinning- +20% ---------- misc Masteries +0.11 Steamtech/Blacksmith Amulets can have magical properties. |
Elenithad Elenithad0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +2 (+0 eff.) ----- def ----- Armour +5 Defense +6 (+2 eff.) Resists +9% mind Res.Cap +3% all Phys.save +12 (+3 eff.) Mind.save +6 (+2 eff.) Heal/summ +10 ---------- misc Max.hate +4.00 Amulets can have magical properties. |
wanderer's steel amulet of manastreaming wanderer's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +5 Cun +5 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.50 ---------- misc Stam/turn +0.50 Mana/turn +0.13 Max.mana +28.00 Amulets can have magical properties. |
archmage's gold amulet of magic (+7) archmage's gold amulet of magic (+7)0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +7 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +5% acid +5% fire +4% cold +5% lightning Amulets can have magical properties. |
savior's gold amulet of mastery (0.21 Steamtech / Chemistry) savior's gold amulet of mastery (0.21 Steamtech / Chemistry)0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +12 (+3 eff.) Spell.save +11 (+5 eff.) Mind.save +15 (+5 eff.) ---------- misc Masteries +0.21 Steamtech/Chemistry Amulets can have magical properties. |
wanderer's gold amulet of manastreaming wanderer's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +1 Mag +5 Cun +3 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +0.30 ---------- misc Stam/turn +0.60 Mana/turn +0.32 Max.mana +33.00 Amulets can have magical properties. |
Eletha the Stokeoblivion Eletha the Stokeoblivion0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Lck dps ---------- Phys.pwr +9 (+1 eff.) Phys.spd +10% Dmg.mod +7% physical Acc +5 (+1 eff.) ----- def ----- Defense +19 (+6 eff.) Rng.Def +6 (+2 eff.) Resists +2% physical +14% mind +9% fire Spell.save +29 (+11 eff.) Unseen.red 15% Confus- +29% Amulets can have magical properties. |
serendipitous voratun amulet of perfection (0.40 Steamtech / Automation,0.40 Steamtech / Physics) serendipitous voratun amulet of perfection (0.40 Steamtech / Automation,0.40 Steamtech / Physics)0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +20 Lck dps ---------- Acc +14 (+3 eff.) ----- def ----- Defense +15 (+5 eff.) Unseen.red 16% ---------- misc Masteries +0.40 Steamtech/Automation +0.40 Steamtech/Physics Amulets can have magical properties. |
wanderer's voratun amulet wanderer's voratun amulet0.1 T5 amulet jewelry [Ego+] Master While equipped: Stats +6 Dex +7 Cun +7 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -7% HP.reg +0.70 ---------- misc Stam/turn +0.90 Amulets can have magical properties. |
warmaker's voratun amulet of soulsearing warmaker's voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +8 Str +7 Dex +7 Wil dps ---------- Crit.mult +14.00% Spell.pwr +10 (+3 eff.) Dmg.mod +10% blight +10% fire Amulets can have magical properties. |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring 'Sootrot' copper ring 'Sootrot'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness +10% fire On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Spell.save +11 (+5 eff.) ---------- misc Max.stam +12.00 Rings can have magical properties. |
psionicist's copper ring of perseverance psionicist's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) HP.reg +0.80 Stun/Frz- +23% Rings can have magical properties. |
savage's copper ring of pilfering savage's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +1 Con dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Spell.save +10 (+4 eff.) ---------- misc Max.stam +11.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% 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 can have magical properties. |
Elywen Elywen0.1 T3 ring jewelry [Rare] Master While equipped: ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +9% fire +5% arcane +6% darkness Phys.save +10 (+2 eff.) Max.HP +33.00 Disease- +10% Disarm- +24% Pinning- +31% Knockbk- +21% Teleport- +10% Rings can have magical properties. |
Emithra Emithra0.1 T3 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +3% acid +6% temporal +18% cold +3% nature +9% lightning Max.HP +23.00 Disarm- +31% Pinning- +25% Knockbk- +24% Rings can have magical properties. |
conjurer's gold ring conjurer's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +8 (+2 eff.) Rings can have magical properties. |
sneakthief's gold ring of misery sneakthief's gold ring of misery0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +12 Cun +6 Dex dps ---------- Melee+ 11 bleed Ranged+ 11 bleed Acc +8 (+2 eff.) On Hit (Melee): * 13% chance to cause random gloom On Hit (Ranged): * 13% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 19 cooldown Level 3.0 Pwr.cost 19 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
mule's stralite ring of pilfering mule's stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +11 (+3 eff.) Apr +11 ----- def ----- Defense +11 (+3 eff.) Fatigue -6% ---------- misc Max.enc +24 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% 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 can have magical properties. |
sneakthief's stralite ring of speed sneakthief's stralite ring of speed0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Mov.spd +18% Acc +17 (+4 eff.) ----- def ----- Defense +9 (+3 eff.) Blinding Speed: Puts all charms on 37 cooldown Level 4.0 Pwr.cost 37 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
marksman's voratun ring of misery marksman's voratun ring of misery0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +7 Cun +7 Dex dps ---------- Melee+ 7 bleed Ranged+ 13 bleed Acc +14 (+3 eff.) On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 20% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 19 cooldown Level 4.0 Pwr.cost 19 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
savage's voratun ring of life savage's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Con ----- def ----- Spell.save +14 (+6 eff.) Max.HP +75.00 HP.reg +1.20 Heal.mod +24% ---------- misc Max.stam +25.00 Rings can have magical properties. |
voratun ring of blinding strikes voratun ring of blinding strikes0.1 T5 ring jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 48 light Ranged+ 21 light On Hit (Melee): * 23% chance to blind On Hit (Ranged): * 24% chance to blind Rings can have magical properties. |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 180% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+15 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 183 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
runic drakeskin leather sling of recursion runic drakeskin leather sling of recursion4.0 T5 sling 1H weapon [Ego++] Arcane Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +10 On Hit: 10% Arcane Vortex 3 On Hit: 10% Shoot 1 While equipped: Stats +6 Mag dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +15% arcane Slings are used to hurl stones or metal shots at your foes. |
Golden Gun Golden Gun4.0 T3 steamgun 1H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Crit +0.0% Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * every third hit always crits. Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. This item has been sent to the Item's Vault. |
Annihilator Annihilator4.0 T5 steamgun 2H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 333% Dmg.mult 100% Range +8 Proj.spd +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam While equipped: dps ---------- Crit.mult +0.00% Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
The Long-Arm The Long-Arm4.0 T5 steamgun 2H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +25 Atk.spd 67% Dmg.mult 250% Range +10 Proj.spd +600% Shots beam 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 19 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. This item has been sent to the Item's Vault. |
The Shotgonne The Shotgonne9.0 T5 steamgun 2H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Dmg.mult 125% Range +6 Proj.spd +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. This item has been sent to the Item's Vault. |
sentry's pouch of stralite shots of warping (47/47, 157% power, 11 apr) sentry's pouch of stralite shots of warping (47/47, 157% power, 11 apr)3.0 T4 shot ammo [Ego++] Arcane Power 157% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +11 Crit +5.5% Capacity 47 Rld cld 4 Ranged+ +16 temporal +11 physical On Hit: * 10% chance to stun, blind, pin, or confuse the target Shots are used with slings to pummel your foes to death. |
Thundercrack (16/16, 143% power, 8 apr) Thundercrack (16/16, 143% power, 8 apr)3.0 T5 shot ammo [Unique] Arcane/Steamtech Power 144% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
plaguebringer's pouch of voratun shots of torment (22/22, 166% power, 6 apr) plaguebringer's pouch of voratun shots of torment (22/22, 166% power, 6 apr)3.0 T5 shot ammo [Ego++] Arcane/Psionic Power 167% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 22 Ranged+ +17 blight +13 mind +13 darkness On Hit: 10% Epidemic 5 On Hit: * 15% chance to disease * 20% chance to torment the target Shots are used with slings to pummel your foes to death. |
sentry's pouch of voratun shots of corruption (59/59, 173% power, 17 apr) sentry's pouch of voratun shots of corruption (59/59, 173% power, 17 apr)3.0 T5 shot ammo [Ego++] Arcane Power 173% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +17 Crit +7.0% Capacity 59 Rld cld 4 Ranged+ +12 blight +11 darkness On Hit: * 20% chance to curse the target Shots are used with slings to pummel your foes to death. |
ravager's drakeskin leather belt of dampening ravager's drakeskin leather belt of dampening1.0 T5 belt armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +19% physical Res.pen +11% physical ----- def ----- Resists +5% acid +5% fire +8% lightning +8% cold A belt that goes around your waist. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 60 ice ----- def ----- Defense +12 (+4 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 304.95 cold damage and condensing the air into freezing vapors that deal 101.65 cold damage (based on Magic) each turn for 10 turns. Uses 28 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+4 eff.) Apr +15 ----- def ----- Defense +10 (+3 eff.) Resists +20% fire Blind- +100% Silence- +0% ---------- misc Infravis +3 Sight +1 See.Stealth +0 See.Invis +0 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry Blind-Fight: No penalty when attacking invisible/stealthed No self respecting craftsman would be caught without them! This item has been sent to the Item's Vault. |
4 agate 4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 aquamarine 12 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst 8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
12 onyx 12 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 emerald 9 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 amber 8 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 bloodstone 10 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 fire opal 13 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 diamond 2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone 6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Petrified Wood Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 28 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. |
Pearl of Life and Death Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
266 alchemist agate 266 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
47 alchemist bloodstone 47 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+4 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 73 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 25.52 cold damage and 36.02 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
crude focus lens crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
crude waterproof coating crude waterproof coating0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +5% nature +5% cold Tinkers can be attached to normal items to improve them with steam power! |
iron spike attachment iron spike attachment0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
good acid groove good acid groove0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating good thunderclap coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 66% Range: 1.1x Uses 50% Mag Dmg Physical On Hit.r1 +36 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! |
good thunderclap coating good thunderclap coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 66% Range: 1.1x Uses 50% Mag Dmg Physical On Hit.r1 +36 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! |
powerful air recycler powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
well-made explosive shell well-made explosive shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lens well-made focus lens0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
well-made saw shell well-made saw shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
mastercraft ablative armour mastercraft ablative armour0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +8 Crit.dmg- 28.00% Tinkers can be attached to normal items to improve them with steam power! |
mastercraft focus lens mastercraft focus lens0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
mastercraft voltaic shell mastercraft voltaic shell0.0 T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +4 Voltaic Shell Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal edge stralite crystal edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
stralite grip stralite grip0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
stralite viral needlegun stralite viral needlegun0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
powerful pain suppressor salve [power 354] powerful pain suppressor salve [power 354]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 168% efficiency and 51% cooldown modifier. Let you fight up to -354 life and reduces all damage by 21% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 39] amazing fiery salve [power 39]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 168% efficiency and 51% cooldown modifier. Remove 3 magical effects and grants a fiery aura (39% fire, light and lightning affinity) Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 39] amazing frost salve [power 39]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 168% efficiency and 51% cooldown modifier. Remove 3 physical effects and grants a frost aura (39% cold, darkness and nature affinity) Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 567] amazing healing salve [power 567]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 168% efficiency and 51% cooldown modifier. Heal 567 Puts Talent Medical Injector on 14 cooldown Medical salve. |
amazing pain suppressor salve [power 496] amazing pain suppressor salve [power 496]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 168% efficiency and 51% cooldown modifier. Let you fight up to -496 life and reduces all damage by 28% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 157] amazing unstoppable force salve [power 157]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 168% efficiency and 51% cooldown modifier. Increases all saves by 157 and healing factor by half Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
amazing water salve [power 39] amazing water salve [power 39]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 168% efficiency and 51% cooldown modifier. Remove 3 mental effects and grants a water aura (39% blight, mind and acid affinity). Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
Demonic Orb of Many Ways Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 185 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 513.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 23 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Mad Eye the Shalore Gunslinger level 30
73rd Regrowth 123rd year of Ascendancy at 10:04 see stats
By Mad Eye the Shalore Gunslinger level 17
68th Dusk 122nd year of Ascendancy at 05:17 see stats
By Mad Eye the Shalore Gunslinger level 30
70th Regrowth 123rd year of Ascendancy at 20:19 see stats
By Mad Eye the Shalore Gunslinger level 34
23rd Pyre 123rd year of Ascendancy at 23:24 see stats
By Mad Eye the Shalore Gunslinger level 41
41st Dusk 123rd year of Ascendancy at 00:49 see stats
By Mad Eye the Shalore Gunslinger level 33
21st Pyre 123rd year of Ascendancy at 15:34 see stats
By Mad Eye the Shalore Gunslinger level 49
56th Haze 123rd year of Ascendancy at 19:00 see stats
By Mad Eye the Shalore Gunslinger level 44
79th Dusk 123rd year of Ascendancy at 12:12 see stats
By Mad Eye the Shalore Gunslinger level 10
19th Dusk 122nd year of Ascendancy at 12:44 see stats
By Mad Eye the Shalore Gunslinger level 35
39th Pyre 123rd year of Ascendancy at 00:56 see stats
By Mad Eye the Shalore Gunslinger level 32
18th Pyre 123rd year of Ascendancy at 02:43 see stats
By Mad Eye the Shalore Gunslinger level 50
62nd Haze 123rd year of Ascendancy at 18:29 see stats
By Mad Eye the Shalore Gunslinger level 17
67th Dusk 122nd year of Ascendancy at 15:13 see stats
By Mad Eye the Shalore Gunslinger level 30
1st Time of Balance 123rd year of Ascendancy at 21:53 see stats
By Mad Eye the Shalore Gunslinger level 48
51st Haze 123rd year of Ascendancy at 16:16 see stats
By Mad Eye the Shalore Gunslinger level 35
39th Pyre 123rd year of Ascendancy at 02:08 see stats
By Mad Eye the Shalore Gunslinger level 28
66th Regrowth 123rd year of Ascendancy at 03:33 see stats
By Mad Eye the Shalore Gunslinger level 17
68th Dusk 122nd year of Ascendancy at 02:49 see stats
By Mad Eye the Shalore Gunslinger level 10
7th Dusk 122nd year of Ascendancy at 21:15 see stats
By Mad Eye the Shalore Gunslinger level 20
25th Haze 122nd year of Ascendancy at 01:13 see stats
By Mad Eye the Shalore Gunslinger level 30
70th Regrowth 123rd year of Ascendancy at 05:52 see stats
By Mad Eye the Shalore Gunslinger level 40
10th Dusk 123rd year of Ascendancy at 14:00 see stats
By Mad Eye the Shalore Gunslinger level 50
57th Haze 123rd year of Ascendancy at 21:36 see stats
By Mad Eye the Shalore Gunslinger level 31
9th Pyre 123rd year of Ascendancy at 20:56 see stats
By Mad Eye the Shalore Gunslinger level 47
50th Haze 123rd year of Ascendancy at 06:19 see stats
By Mad Eye the Shalore Gunslinger level 49
56th Haze 123rd year of Ascendancy at 18:58 see stats
By Mad Eye the Shalore Gunslinger level 43
55th Dusk 123rd year of Ascendancy at 20:00 see stats
By Mad Eye the Shalore Gunslinger level 21
41st Haze 122nd year of Ascendancy at 21:17 see stats
By Mad Eye the Shalore Gunslinger level 25
47th Regrowth 123rd year of Ascendancy at 15:35 see stats
By Mad Eye the Shalore Gunslinger level 19
25th Haze 122nd year of Ascendancy at 01:13 see stats
By Mad Eye the Shalore Gunslinger level 33
18th Pyre 123rd year of Ascendancy at 02:46 see stats
By Mad Eye the Shalore Gunslinger level 18
23rd Haze 122nd year of Ascendancy at 05:33 see stats
By Mad Eye the Shalore Gunslinger level 33
18th Pyre 123rd year of Ascendancy at 04:51 see stats
By Mad Eye the Shalore Gunslinger level 50
62nd Haze 123rd year of Ascendancy at 18:28 see stats
By Mad Eye the Shalore Gunslinger level 8
7th Flare 122nd year of Ascendancy at 08:42 see stats
By Mad Eye the Shalore Gunslinger level 17
68th Dusk 122nd year of Ascendancy at 05:17 see stats
By Mad Eye the Shalore Gunslinger level 21
10th Allure 123rd year of Ascendancy at 20:16 see stats
By Mad Eye the Shalore Gunslinger level 50
62nd Haze 123rd year of Ascendancy at 18:29 see stats
By Mad Eye the Shalore Gunslinger level 47
48th Haze 123rd year of Ascendancy at 23:38 see stats
By Mad Eye the Shalore Gunslinger level 13
50th Dusk 122nd year of Ascendancy at 02:49 see stats
By Mad Eye the Shalore Gunslinger level 37
63rd Pyre 123rd year of Ascendancy at 03:53 see stats
By Mad Eye the Shalore Gunslinger level 32
17th Pyre 123rd year of Ascendancy at 22:55 see stats
By Mad Eye the Shalore Gunslinger level 23
11st Regrowth 123rd year of Ascendancy at 05:06 see stats
By Mad Eye the Shalore Gunslinger level 40
35th Dusk 123rd year of Ascendancy at 14:48 see stats
By Mad Eye the Shalore Gunslinger level 29
70th Regrowth 123rd year of Ascendancy at 05:52 see stats
Log
--------------------------------
Today is the 1st Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 22:21.
--------------------------------
Mad Eye tessellates his cloak!
Mad Eye deactivates Agile Gunner.
Mad Eye deactivates Evasive Shots.
Mad Eye deactivates Premonition.
Mad Eye deactivates Embedded Restoration Systems.
Mad Eye deactivates his cloak's restoration systems.
Mad Eye deactivates Chant of Fortress.
Mad Eye deactivates Secrets of the Eternals.