















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Adventure |
| Sex | Female |
| Race | Orc |
| Class | Psyshot |
| Level / Exp | 50 / 1312% |
| Size | medium |
| Lifes / Deaths | Killed by Lord of Skulls (warrior) at level 22 on the 6th Revenge 124th year of Ascendancy at 06:52 4 / 3Killed by Mayith the steam giant yeti rider at level 49 on the 43rd Loss 124th year of Ascendancy at 07:52 Killed by Crumbis's Inner Demon at level 50 on the 51st Loss 124th year of Ascendancy at 21:30 |
Primary Stats
| Strength | 73 (base 10) |
| Dexterity | 81 (base 48) |
| Constitution | 86 (base 41) |
| Magic | 21 (base 10) |
| Willpower | 103 (base 60) |
| Cunning | 127 (base 60) |
Resources
| Life | 1500/1500 |
| Psi | 133/133 |
| Steam | 106/106 |
| Healing Factor | 1.6977343083709 |
| Regeneration | 40.145706265449 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| See Stealth | 8 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 138 |
| Accuracy | 67 |
| Crit Chance | 81% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 77 |
| Accuracy | 73 |
| Crit Chance | 60% |
| APR | 49 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 111 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +20% |
| Light | +26% |
| Cold | +25% |
| Physical | +31% |
| Fire | +20% |
| All | +10% |
Offense: Damage Penetration
| Physical | +53% |
| Fire | +47% |
| All | +27% |
Defense: Base
| Armour (hardiness) | 63 (73.292302510663%) |
| Defense | 67 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 48 |
| Mental Save | 59 |
Defense: Resistances
| Mind | + 70%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Fire | + 70%( 70%) |
| All | + 74%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Teleport Resistance | 22% |
| Pinning Resistance | 100% |
| Disarm Resistance | 90% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (5/5)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.4 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 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 158% efficiency and cooldown mod of 62%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 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 187% efficiency and cooldown mod of 61%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.2 steam per turn. Can be activated for an instant burst of 81 steam. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| Psionic / Action at a distance | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 3/5 |
| Steamtech / Mechstar | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Negative Biofeedback |
| talent | Molten Iron Blood |
| talent | Gestalt |
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. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * 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 | Steam Powered Boots (9 def, 17 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +17 Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +9 Str / +12 Dex Changes damage: +10% fire Talent granted: +3 Rocket Boots Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | barbed pouch of voratun shots of annihilation (23/23, 178% power, 13 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 179% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +26.0% Capacity: 23 On weapon crit: * Wound the target dealing 337 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% When wielded/worn: Talent granted: +4 Hook Shell Shots are used with slings to pummel your foes to death. |
| Light source | nightwalker's dwarven lantern of illusion Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +5 Wil Changes damage: +16% light Critical mult.: +13.00% Physical save: +12 (+4 eff.) Spell save: +14 (+5 eff.) Mental save: +17 (+5 eff.) Light radius: +9 See stealth: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (4 def, 14 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +14 Defense: +4 (+1 eff.) Fatigue: +10% Changes stats: +6 Str / +9 Cun / +6 Con Changes resistances: +10% all Mental save: +14 (+4 eff.) Blindness immunity: +50% A Helmet. But with steam power! |
| On hands | Hands of Creation (0 def, 12 armour) Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +12 Changes stats: +8 Str / +8 Con Changes resistances penetration: +20% physical / +20% fire Talent granted: +4 Iron Grip Maximum encumbrance: +20 Disarm immunity: +90% Steampower: +20 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On landing any melee attack, release a fiery shockwave, dealing fire and physical damage each equal to your steampower in a cone from the target of radius 3. From your hands have been wrought incredible works. Your works have been forged in fire, and so have you. |
| Tool | voratun torque of psionic shield 'Emelylenne' [power 165] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour: +16 Changes resistances: +12% temporal / +12% light / +15% darkness Reduces incoming crit damage: 15.00% Spell save: +19 (+6 eff.) Teleport immunity: +22% Maximum life: +80.00 It can be used to setup a psionic shield, reducing all damage taken by 165 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 82. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant 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 | gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +12 Str / +10 Con Life regen: +18.00 Maximum life: +83.00 Healing mod.: +14% Rings make your fingers look great! |
| Around neck | Gardanion, the Light of GodPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+8 eff.) Spellpower: +40 (+10 eff.) Mindpower: +40 (+6 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+6 eff.) "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." |
| In main hand | enhanced voratun steamgun of true flight Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * chills your foe dealing 56 damage and slowing them by one tenth of a turn Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +8.0% Changes stats: +10 Str / +9 Dex / +12 Mag / +14 Wil / +15 Cun / +10 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | balancing hardened leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Physical power: +4 (+1 eff.) Changes stats: +5 Cun / +5 Dex Talent granted: +4 Thunder Grenade Critical mult.: +11.00% Mental crit. chance: +8% A belt that goes around your waist. |
| In off hand | honing living mindstar of gales (112% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 170 damage When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +1 Cun / +2 Wil Changes resistances: +6% physical Changes resistances penetration: +6% physical Changes damage: +10% lightning / +15% cold / +21% physical Talent granted: +1 Attune Mindstar Critical mult.: +15.00% Pinning immunity: +16% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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 | Cloth of Dreams (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind / +30% lightning Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +50% Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 5.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 133 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Main armor | Crimson Robe (12 def, 4 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Armour Hardiness: +20% Defense: +12 (+3 eff.) Fatigue: +2% Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
medical injector implant (efficiency 85% / cooldown 82%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 85% efficiency and cooldown mod of 82%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Prismatic Rune (6 turns; physical, darkness, blight, nature, mind)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 4 darkness, 4 blight, 4 nature, 4 mind It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
4 schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
cleansing gold amulet of strength (+4)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +18% nature / +16% blight Poison immunity: +25% Disease immunity: +24% Amulets make your neck look great! |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
restful gold amulet of mastery (0.24 Steamtech / Chemistry)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Talent mastery: +0.24 Steamtech / Chemistry Life regen: +3.00 Amulets make your neck look great! |
stralite amulet 'Eilinath'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +25 (+5 eff.) Changes stats: +7 Dex / +5 Mag Changes resistances: +5% arcane Changes damage: +8% acid / +8% fire / +8% cold / +7% lightning Mental save: +12 (+3 eff.) Maximum stamina: +20.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Mindpower: +25 (+4 eff.) Mental crit. chance: +2% Amulets make your neck look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 25.34 cold and 26.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +6 Str / +5 Con Rings make your fingers look great! |
gold ring 'Chillhunt'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Mag Changes resistances: +15% cold / +32% fire Changes damage: +6% mind / +16% fire Reduces incoming crit damage: 10.00% Psi when hit: +0.16 Maximum psi: +40.00 Infravision radius: +3 Rings make your fingers look great! |
gold ring 'Mayudarin'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +4% physical Reduces incoming crit damage: 5.00% Physical save: +3 (+1 eff.) Confusion immunity: +10% Knockback immunity: +20% Life regen: +14.00 Maximum life: +92.00 Healing mod.: +15% Rings make your fingers look great! |
psionicist's gold ring of powerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Wil Mental save: +8 (+2 eff.) Spellpower: +7 (+2 eff.) Mindpower: +8 (+1 eff.) Rings make your fingers look great! |
titan's steel ring of the mind (+10%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +10% mind Changes damage: +10% mind Physical save: +8 (+2 eff.) Rings make your fingers look great! |
Eye of the Lost (115% power, 27 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+6 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +7% Activating this item is instant. It can be used to see all other beings around you for 5 turns Activation costs 25 power out of 25/25. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
Oozing Heart (115% power, 25 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 115% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+5 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 145.20 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Overseer (115% power, 27 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 115% Range: 1.1x Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+6 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +7% It can be used to either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower) Activation costs 60 power out of 60/60. Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
creative vined mindstar of life (88% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 89% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Life regen: +0.80 Maximum life: +20.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% 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. |
projecting thorny mindstar of frost (94% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Damage (Melee): 7 cold Changes resistances: +10% cold Changes resistances penetration: +10% cold Changes damage: +11% lightning / +10% fire / +15% cold Talent masteries: +0.10 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
resonating pulsing mindstar of storms (107% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 lightning Changes stats: +2 Str / +5 Dex / +3 Mag / +2 Wil / +2 Cun / +3 Con Changes resistances: +3% mind / +8% lightning Changes resistances penetration: +4% mind / +8% lightning Changes damage: +6% mind / +12% lightning Talent granted: +1 Attune Mindstar Psi when hit: +0.50 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Damage Resonance (when hit): +5% 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. |
stormbringer's reinforced leather sling of true flightRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +15 lightning / +5 cold When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +8.0% Changes resistances penetration: +10% lightning / +17% cold Movement speed: +30% Slings are used to hurl stones or metal shots at your foes. |
GlaciaRequires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Attack speed: 100% Dam. multiplier: 130% Firing range: +7 On weapon hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +1000% Attacks use: 2.0 Steam When wielded/worn: Ice block penetration: +20% Strange coils encircle this extremely cold gun. |
PayloadRequires: - Talent Shoot - Talent Steam Pool Powered by steamtech 6.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Dam. multiplier: 120% Firing range: +7 On weapon crit: * Boom. Travel speed: +600% Attacks use: 2.0 Steam "I never really liked that village anyway." - Charlta, Mad Inventor |
The ShotgonneRequires: - Strength 25 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 9.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% Dam. multiplier: 125% Firing range: +6 Travel speed: +600% Attacks use: 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. |
nightruned hardened leather belt of lifePowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% light / +5% darkness Life regen: +1.40 Healing mod.: +12% A belt that goes around your waist. |
Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+4 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Jetpack (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun Talent granted: +1 Rocket Dash Physical save: +10 (+3 eff.) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Finally. |
Liquid Metal Cloak (20 def, 10 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +20 (+5 eff.) Changes resistances: +15% physical Talent mastery: +0.20 Steamtech / Avoidance Physical save: +40 (+12 eff.) It can be used to activate talent Cloaking Device (costing 60 power out of 60/60) : Effective talent level: 3.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 164 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
elven-silk cloak 'Lightninglash' (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Defense: +3 (+1 eff.) Changes stats: +4 Cun / +6 Wil Changes resistances: +9% lightning / +3% physical Changes resistances penetration: +25% physical Changes damage: +15% lightning / +18% fire Only die when reaching: -40.00 life Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 96.07 to 120.08 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
dwarven-steel gauntlets 'Glorelaith' (0 def, 6 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Fatigue: +3% Damage (Melee): 8 cold Changes resistances: +6% acid / +7% cold / +6% light / +15% blight Changes damage: +6% cold Maximum life: +40.00 Healing mod.: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring hardened leather gloves of dexterity (+4) (0 def, 2 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Effects when hit in melee: * 18 arcane resource burn Changes stats: +4 Dex Spell save: +13 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bydunarab the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Str / +2 Wil / +2 Cun / +3 Con Changes resistances: +12% nature / +9% temporal Critical mult.: +5.00% A cap made of leather. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-2 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-2 eff.) 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. |
Visage of Nektosh (4 def, 8 armour)Requires: - Heavy armour training - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
insulating hardened leather hat of the depths (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% fire / +13% cold Allows you to breathe in: water A hat made of leather. Very stylish. |
Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Cuirass of the Dark Lord (0 def, 38 armour)Requires: - Massive armour training - Strength 52 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Armour: +38 Fatigue: +22% Damage when hit (Melee): 45 physical Changes stats: +14 Str / +14 Con Changes resistances: +24% physical Physical save: +19 (+6 eff.) Life regen: +9.00 Blood Charges: 2 It can be used to drain blood from all creatures within range 5, causing them to bleed for 373.35 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
196 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
27 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
22 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
28 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
13 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Sootblur (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +6 Str / +1 Mag / +2 Con Changes resistances: +9% darkness Changes damage: +12% lightning Maximum life: +23.00 Maximum stamina: +18.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
25 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
IvybaPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal Changes resistances: +7% blight / +9% temporal / +20% darkness Changes damage: +8% light Damage affinity(heal): +5% light Mental save: +11 (+3 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: +6 Infravision radius: +5 See stealth: +11 See invisible: +23 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 42 blight damage or heals 57 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 3.5 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 275.15 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
35 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 29] amazing fiery salve [power 29]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 115% efficiency and 96% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (29% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 29] amazing frost salve [power 29]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 115% efficiency and 96% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (29% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 423] amazing healing salve [power 423]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 115% efficiency and 96% cooldown modifier. It can be used to heal 423 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 370] amazing pain suppressor salve [power 370]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 115% efficiency and 96% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -370 life and reduces all damage by 31% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 29] amazing water salve [power 29]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 115% efficiency and 96% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (29% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great fiery salve [power 26] great fiery salve [power 26]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 115% efficiency and 96% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (26% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great frost salve [power 26] great frost salve [power 26]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 115% efficiency and 96% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (26% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great healing salve [power 364] great healing salve [power 364]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 115% efficiency and 96% cooldown modifier. It can be used to heal 364 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
great pain suppressor salve [power 317] great pain suppressor salve [power 317]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 115% efficiency and 96% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -317 life and reduces all damage by 27% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
great unstoppable force salve [power 98] great unstoppable force salve [power 98]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 115% efficiency and 96% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 98 and healing factor by half Activation puts Talent Medical Injector on cooldown for 18 turns. Medical salve. |
great water salve [power 26] great water salve [power 26]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 115% efficiency and 96% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (26% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
crude incendiary groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
good explosive shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
good head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Accuracy: +4 (+1 eff.) Light radius: +4 Tinkers can be attached to normal items to improve them with steam power! |
good magnetic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Damage (radius 1) on hit: +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! |
iron rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Talent granted: +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
mastercraft incendiary groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft winterchill edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft winterchill edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
powerful fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Iron Grip Disarm immunity: +70% Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes resistances: +24% lightning Stun/Freeze immunity: +40% Tinkers can be attached to normal items to improve them with steam power! |
voratun rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
well-made fireproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes resistances: +15% light / +15% fire Tinkers can be attached to normal items to improve them with steam power! |
well-made hook shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Hook Shell Tinkers can be attached to normal items to improve them with steam power! |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
17 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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. |
Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
30 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +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.
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
Buy an item from an AAA.By Crumbis the Orc Psyshot level 11
23rd Retaking 124th year of Ascendancy at 21:26 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Crumbis the Orc Psyshot level 13
29th Retaking 124th year of Ascendancy at 08:20 see stats
Exterminator
Killed 1000 creatures.By Crumbis the Orc Psyshot level 30
28th Revenge 124th year of Ascendancy at 01:39 see stats
Fear me not!
Survived the Fearscape!By Crumbis the Orc Psyshot level 44
9th Loss 124th year of Ascendancy at 04:04 see stats
Level 10
Got a character to level 10.By Crumbis the Orc Psyshot level 10
20th Retaking 124th year of Ascendancy at 14:12 see stats
Level 20
Got a character to level 20.By Crumbis the Orc Psyshot level 20
4th Revenge 124th year of Ascendancy at 13:15 see stats
Level 30
Got a character to level 30.By Crumbis the Orc Psyshot level 30
27th Revenge 124th year of Ascendancy at 20:33 see stats
Level 40
Got a character to level 40.By Crumbis the Orc Psyshot level 40
4th Loss 124th year of Ascendancy at 09:43 see stats
Level 50
Got a character to level 50.By Crumbis the Orc Psyshot level 50
43rd Loss 124th year of Ascendancy at 22:46 see stats
One Ill Turn Deserves Another
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Crumbis the Orc Psyshot level 50
46th Loss 124th year of Ascendancy at 04:03 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Crumbis the Orc Psyshot level 36
45th Pain 124th year of Ascendancy at 01:19 see stats
Size is everything
Did over 1500 damage in one attack.By Crumbis the Orc Psyshot level 43
7th Loss 124th year of Ascendancy at 03:50 see stats
Size matters
Did over 600 damage in one attack.By Crumbis the Orc Psyshot level 30
28th Revenge 124th year of Ascendancy at 17:57 see stats
The Dead God Rests
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Crumbis the Orc Psyshot level 50
2nd Destruction 124th year of Ascendancy at 11:56 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Crumbis the Orc Psyshot level 40
4th Loss 124th year of Ascendancy at 19:54 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Crumbis the Orc Psyshot level 22
6th Revenge 124th year of Ascendancy at 04:42 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Crumbis the Orc Psyshot level 33
27th Pain 124th year of Ascendancy at 15:09 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Crumbis the Orc Psyshot level 18
36th Retaking 124th year of Ascendancy at 00:41 see stats
Log
Lava floor hits Crumbis for 10 fire damage.
Lava floor burns Crumbis!
Lava floor hits Crumbis for 11 fire damage.
Lava floor burns Crumbis!
Lava floor hits Crumbis for 9 fire damage.
Ran for 4 turns (stop reason: hostile spotted to the southeast (Amakthel's Eye)).
Ran for 3 turns (stop reason: hostile spotted to the east (Amakthel's Eye)).
Lava floor burns Crumbis!
Lava floor hits Crumbis for 8 fire damage.
Lava floor burns Crumbis!
Lava floor hits Crumbis for 11 fire damage.
Lava floor burns Crumbis!
Lava floor hits Crumbis for 5 fire damage.
Lava floor burns Crumbis!
Lava floor hits Crumbis for 7 fire damage.
Lava floor burns Crumbis!
Lava floor hits Crumbis for 8 fire damage.
Saving game...
Saving done.
























































































































































