
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
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:
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:
White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Better Item Description 1.5.10This 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 Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Gunslinger |
| Level / Exp | 30 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by steam giant gunner at level 3 on the 11st Retaking 124th year of Ascendancy at 19:01 0 / 7Killed by sunwall archer at level 7 on the 16th Retaking 124th year of Ascendancy at 10:44 Killed by saw horror at level 16 on the 31st Revenge 124th year of Ascendancy at 07:21 Killed by Mindcontrol Pillar at level 23 on the 13rd Dearth 124th year of Ascendancy at 23:31 Killed by orc blood mage (subdued) at level 24 on the 14th Dearth 124th year of Ascendancy at 07:47 Killed by High Sun Paladin Aeryn at level 30 on the 41st Loss 124th year of Ascendancy at 12:54 Killed by Neramirin the treant at level 30 on the 19th Destruction 124th year of Ascendancy at 16:54 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 53 (base 45) |
| Constitution | 66 (base 51) |
| Magic | 26 (base 12) |
| Willpower | 23 (base 10) |
| Cunning | 44 (base 31) |
Resources
| Life | -8/938 |
| Steam | 84/106 |
| Healing Factor | 1.4859322033898 |
| Regeneration | 3.7891271186439 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +250% |
| Spell | 0% |
| Global | +84.94623655914% |
Vision
| Sight | 10 |
| Lite | -3 |
| Infravision | 6 |
| See Stealth | 6 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 41 |
| Crit Chance | 26% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 41 |
| Crit Chance | 26% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +9% |
| Acid | +27% |
| Light | +12% |
| Darkness | +9% |
| Blight | +15% |
| Cold | +15% |
| Fire | +15% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 33 (49.309173272933%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 23 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 54%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 10%( 70%) |
| Mind | + 13%( 70%) |
| Lightning | + 20%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Silence Resistance | 75% |
| Bleed Resistance | 100% |
| Confusion Resistance | 22% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 35% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| 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 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.1 steam per turn. Can be activated for an instant burst of 20 steam. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 5/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Rocket Boots |
| detrimental effect | Reduces global action speed by 18%. Slow |
| beneficial effect | The target is wide awake and has 50% resistance to sleep effects. Insomnia |
| beneficial effect | You have 1 charges. Death Momentum |
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 ErĂșan 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 |
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 |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
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. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb 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 |
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 | undeterred pair of rough leather boots of speed (0 def, 1 armour) 2.0 T1 feet armor [Ego++] Arcane While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +1 Fatigue +1% Silence- +20% Confus- +22% Stun/Frz- +20% ---------- misc Talents +3 Rocket Boots A pair of boots made of leather. |
| Quiver | Scattermind (20/20, 17-20.4 power, 7 apr) 3.0 T3 shot ammo [Unique] Nature/Psionic Power 17.0 - 20.4 Mind Uses 60% Dex, 60% Cun Acc+ +0.1% dam / acc Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. While equipped: ---------- misc Talents +3 Toxic Shell A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
| Light source | dwarven lantern 'Cracklepiety' 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +4 Cun +8 Wil dps ---------- Phys.crit +9.0% Mind.crit +6% Crit.mult +24.00% Phys.pwr +14 (+5 eff.) Dmg.mod +12% light Melee Ret 8 mind On Hit (Melee): * 15% chance to daze at end of turn ---------- misc Light -3 Infravis +6 See.Stealth +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | hardened leather hat 'Voidburst' (0 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +9% mind +9% darkness ----- def ----- Armour +3 Fatigue +3% Resists +9% acid +12% darkness +11% lightning +7% cold +9% mind +9% fire Mind.save +6 (+3 eff.) A hat made of leather. Very stylish. |
| On hands | rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Ulundur the dwarven-steel torque of clear mind [power 2] (10 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +6 Resists +5% arcane +6% lightning Silence- +5% Stun/Frz- +15% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Wards +2 physical +3 mind +3 darkness Talents +1 Ward Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | conjurer's steel ring of corrosion (+24%)0.1 T2 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +4 Wil +5 Mag dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +12% acid ----- def ----- Resists +24% acid Rings can have magical properties. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.06 cold and 10.49 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around neck | wanderer's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +4 Cun +5 Con dps ---------- S.pwr/crit +2 Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +0.30 ---------- misc Stam/turn +0.80 Mana/turn +0.20 Max.mana +37.00 Amulets can have magical properties. |
| In main hand | Glacia 4.0 T4 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% On Hit.r1 +60 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). Uses 2.0 Steam While equipped: ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. |
| Around waist | nightruned rough leather belt of transcendence |
| In off hand | Talosis' Counterpoint 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical On Hit.r1 +60 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Cloak | Fearfire Mantle (14 def, 0 armour) 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+5 eff.) Resists +20% cold +10% fire +10% nature +10% darkness ---------- misc Masteries +0.20 Corruption/Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Main armor | hardened leather armour of Eyal (3 def, 22 armour) 9.0 T3 light armor [Ego+] Nature While equipped: dps ---------- Melee Ret 40 physical ----- def ----- Armour +22 Defense +3 (+1 eff.) Fatigue +9% Max.HP +58.00 HP.reg +2.00 Heal.mod +13% A suit of armour made of leather. |
Inventory
steam generator implant (steam 7)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.6 steam per turn. Can be activated for an instant burst of 33 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+4 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
dwarven-steel battleaxe 'Gleamquill' (29.5-44.25 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Rare] Nature Power 29.5 - 44.3 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +8 darkness On Hit: * 40% chance to blind * 20% chance to corrode armour by 30% While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +12% acid +20% light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +9% darkness HP.reg +2.00 ---------- misc Light +1 Massive two-handed battleaxes. |
psychic's steel steamgun of recursion4.0 T2 steamgun 1H weapon [Ego++] Arcane/Psionic/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +5 mind Dmg.conv 25% temporal On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +8% mind Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
insulating rough leather hat of constitution (0) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +0 Cun +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +5% fire Mind.save +0 (+0 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
4 hematite 4 hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
11 onyx0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 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. |
14 lapis lazuli0.0 T3 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Day It Came"2.0 T3 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
14 jade0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+7 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+7 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 malachite 4 malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+5 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+5 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
5 carnelian 5 carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 garnet0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 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. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 125] simple healing salve [power 125]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 125 Puts Talent Medical Injector on 15 cooldown Medical salve. |
acidic pouch of dwarven-steel shots of accuracy (16/16, 35.5-42.6 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane/Master Power 35.5 - 42.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +5 Apr +3 Crit +5.0% Capacity 16 Ranged+ +10 acid On Crit: * splashes the target with acid While equipped: Shots are used with slings to pummel your foes to death. |
steel saw projector0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
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! |
14 geode 14 geode0.0 T3 stone gem [Normal] While equipped: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
9 small geode 9 small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
Persistant Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 sugilite 9 sugilite0.0 T3 violet gem [Normal] While equipped: Crit.mult +6.00% Res.pen +6% all Item imbue powers: Crit.mult +6.00% Res.pen +6% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 tiger's eye 8 tiger's eye0.0 T3 yellow gem [Normal] While equipped: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Item imbue powers: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Undead in Black the Whitehoof Gunslinger level 2
11st Retaking 124th year of Ascendancy at 02:35 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Undead in Black the Whitehoof Gunslinger level 8
17th Retaking 124th year of Ascendancy at 19:52 see stats
Exterminator
Killed 1000 creatures.By Undead in Black the Whitehoof Gunslinger level 28
16th Loss 124th year of Ascendancy at 19:35 see stats
Level 10
Got a character to level 10.By Undead in Black the Whitehoof Gunslinger level 10
20th Revenge 124th year of Ascendancy at 04:52 see stats
Level 20
Got a character to level 20.By Undead in Black the Whitehoof Gunslinger level 20
28th Pain 124th year of Ascendancy at 23:29 see stats
Level 30
Got a character to level 30.By Undead in Black the Whitehoof Gunslinger level 30
36th Loss 124th year of Ascendancy at 05:44 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Undead in Black the Whitehoof Gunslinger level 24
14th Dearth 124th year of Ascendancy at 09:00 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Undead in Black the Whitehoof Gunslinger level 28
19th Loss 124th year of Ascendancy at 03:14 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Undead in Black the Whitehoof Gunslinger level 11
22nd Revenge 124th year of Ascendancy at 11:18 see stats
Log
Undead in Black hits Isissra the treant for 10 to psi, 12 fire, 2 to psi, 2 mind, 14 to psi, 17 physical (57 total damage).
Undead in Black's Ceasefire hits Isissra the treant for 69 to psi, 86 mind, 50 to psi, 62 cold (266 total damage).
Isissra the treant's Hammer Toss hits Undead in Black for 78 physical damage.
Isissra the treant shrugs off the effect 'Dazed'!
Isissra the treant resists the mind attack!
Isissra the treant resists the knockback!
Isissra the treant converts some damage to Psi!
Undead in Black's Ceasefire hits Isissra the treant for 25 to psi, 31 mind, 5 to psi, 6 physical, 21 to psi, 26 physical (115 total damage).
Isissra the treant shrugs off the effect 'Dazed'!
Isissra the treant uses Mind Sear.
Undead in Black resists the mind attack!
Isissra the treant hits Undead in Black for 100 mind damage.
Neramirin the treant uses Charge Leech.
Neramirin the treant hits Undead in Black for 33 lightning damage.
Isissra the treant uses Nightmare.
Undead in Black is lost in a nightmare.
Undead in Black is suffering from insomnia.
Undead in Black drains life from Neramirin the treant!
Nightmare from Isissra the treant hits Undead in Black for 22 darkness damage.
Undead in Black hits Neramirin the treant for 22 fire damage.
Undead in Black receives 3 healing from Neramirin the treant.
Undead in Black activates Rocket Boots.
You are asleep and unable to move!
Isissra the treant uses Mind Sear.
Isissra the treant's mind surges with critical power!
Isissra the treant hits Undead in Black for 321 mind damage.
Undead in Black is free from the nightmare.
Saving game...





















































































