














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.0Donators/Buyers bonus! Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
TLR's Stat Changes 1.6.7My personal twist on and combination of "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. This is my first ToME mod, so bear with me, I'm still working on balance and stuff, just give me constructive criticism please! Leveling changes: + 0.2% resist all per level, so 10% at level 50, 20% should you reach level 100. +1 to all saves per level up to level 50. Constitution changes: Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. 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 | Madness Roguelike |
| Sex | Female |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 88 / 97% |
| Size | big |
| Lifes / Deaths | Killed by fire drake at level 88 on the 13rd Remembrance 125th year of Ascendancy at 20:32 / 1 |
Primary Stats
| Strength | 192 (base 98) |
| Dexterity | 173 (base 98) |
| Constitution | 172 (base 98) |
| Magic | 98 (base 64) |
| Willpower | 100 (base 64) |
| Cunning | 157.6 (base 98) |
Resources
| Life | -3784/8791 |
| Stamina | 697/728 |
| Steam | 97/174 |
| Healing Factor | 2.0588378143059 |
| Regeneration | 644.75698548 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +86.458892143657% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 0 |
| Infravision | 23 |
| See Stealth | 122.82554547492 |
| See Invisible | 166.82554547492 |
| Stealth | 406.99333443689 |
Offense: Mainhand
| Damage | 147 |
| Accuracy | 103 |
| Crit Chance | 123% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 147 |
| Accuracy | 103 |
| Crit Chance | 123% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 70% |
| Speed | 1 |
| Cooldown Reduction | 1000 |
Offense: Mind
| Mindpower | 85 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +35% |
| Blight | +56% |
| Arcane | +47% |
| Cold | +35% |
| All | +10% |
| Darkness | +30% |
| Light | +28% |
| Mind | +19% |
| Lightning | +68% |
| Fire | +82% |
| Nature | +38% |
Offense: Damage Penetration
| Lightning | +83% |
| Cold | +43% |
| Blight | +28% |
| Arcane | +43% |
| Fire | +85% |
| All | +18% |
Defense: Base
| Armour (hardiness) | 138.42699290417 (100%) |
| Defense | 92 |
| Ranged Defense | 92 |
| Fatigue | 30 |
| Physical Save | 113 |
| Spell Save | 65 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Physical | + 61%( 70%) |
| Cold | + 70%( 70%) |
| All | + 82%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Mind | + 70%( 70%) |
| Fire | + 66%( 70%) |
| Arcane | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Knockback Resistance | 25% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.0 steam per turn. Can be activated for an instant burst of 100 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 67%. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 249% efficiency and cooldown mod of 70%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.4 steam per turn. Can be activated for an instant burst of 102 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Gunslinging | 1.50 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| Steamtech / Elusiveness | 1.50 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| Steamtech / Avoidance | 1.50 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| Steamtech / Automation | 1.50 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| Steamtech / Bullets mastery | 1.50 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| Steamtech / Gunner training | 1.50 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 8/5 |
| Steamtech / Engineering | 1.40 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| Technique / Combat training | 1.50 |
| 8/5 |
| 7/5 |
| 6/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.40 |
| 8/5 |
| 6/5 |
| 5/5 |
| 7/5 |
| Race / Orc | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| Steamtech / Chemistry | 1.40 |
| 5/5 |
| 5/5 |
| 8/5 |
| 8/5 |
| Steamtech / Blacksmith | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 8/5 |
| Technique / Conditioning | 1.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 0/5 |
| Cunning / Scoundrel | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Agile Gunner |
| talent | Automated Cloak Tessellation |
| talent | Daunting Presence |
| talent | Steam Powered Armour |
| talent | Evasive Shots |
| talent | Embedded Restoration Systems |
| detrimental effect | The target fire resistance is reduced by 143%. Lowered fire resistance |
| beneficial effect | Inspired by a recent kill increasing all resistance by 24%. Orcish Triumph |
| detrimental effect | The target physical resistance is reduced by 143%. Lowered physical resistance |
| detrimental effect | 100% of the targets damage is being split between light and darkness and they are taking 743 light and 1823 darkness damage each turn. Shrouded in Darklight |
| detrimental effect | Movement speed is reduced by 84%. Slow movement |
| beneficial effect | Bullets shot are combustive: When striking their target, they explode (radius 2) for 607 fire damage. Bullet Mastery: Combustive |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 60. Intimidated |
| beneficial effect | Firing steamguns does not consume shots. Uncanny Reload |
| beneficial effect | Increases steampower by 86 and steam crit by 43%. Supercharge Tinkers |
| beneficial effect | The target is wrapped in a cloak of shadow, granting sealth. Cloak |
| detrimental effect | The target is poisoned, taking 186.84 nature damage per turn. Poison |
| beneficial effect | The target has 273 increased life regeneration. Recovery |
| beneficial effect | All talent cooldowns reduced by 20%. Elemental Surge: Light |
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 |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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'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 |
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 (11 def, 20 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! The set is complete. When wielded/worn: Armour: +20 Defense: +11 (+2 eff.) Fatigue: +8% Changes stats: +11 Str / +13 Dex Changes damage: +10% fire Physical save: +20 (+3 eff.) Pinning immunity: +125% Knockback immunity: +25% Teleport immunity: +100% Generate 7 steam each time you walk. Boots. But with steam power! |
| Quiver | Dazzleobsidian the pouch of voratun shots (21/21, 54-65 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 29% chance to reduce strength, dexterity, and constitution by 19 Damage (Ranged): +29 blight / +29 light Damage (radius 1) on hit: +20 blight / +20 fire / +29 light Damage (radius 2) on crit: +29 blight / +29 light When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | nightwalker's dwarven lantern of the zealot Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Changes stats: +7 Wil Changes resistances: +3% all Changes damage: +20% darkness Critical mult.: +20.00% Spell save: +15 (+3 eff.) Light radius: +1 Infravision radius: +8 See invisible: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (4 def, 16 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! The set is complete. When wielded/worn: Armour: +16 Defense: +4 (+0 eff.) Fatigue: +10% Changes stats: +7 Str / +7 Con Changes resistances: +10% all Blindness immunity: +100% Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 16 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! The set is complete. When wielded/worn: Physical crit. chance: +10.0% Armour: +16 Changes stats: +8 Str / +8 Dex Changes damage: +8% all Talent granted: +2 Iron Grip Critical mult.: +30.00% Disarm immunity: +170% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Pyrebraid the voratun torque of psionic shield [power 125] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +21% fire Changes resistances penetration: +10% blight It can be used to setup a psionic shield, reducing all damage taken by 125 for 5 turns Activation puts all charms on cooldown for 14 turns. When used: * Reduce 2 talent cooldowns by 2. * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Glimira the FlashbileCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +50 (+9 eff.) Armour penetration: +5 Physical crit. chance: +6.0% Armour: +23 Changes stats: +15 Dex Changes resistances: +25% mind Changes resistances penetration: +42% fire Stun/Freeze immunity: +50% Life regen: +9.00 Only die when reaching: -120.00 life See invisible: +24 Rings make your fingers look great! |
| On fingers | Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| 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 (+6 eff.) Spellpower: +40 (+5 eff.) Mindpower: +40 (+8 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+5 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 | Thoughtcaster Requires: - Willpower 20 - Dexterity 25 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 110% Firing range: +10 On weapon hit: * splashes acid on your target dealing 135 damage and reducing their armor * deal 101.15 mind damage (based on Mindpower) in a radius 1 around the target Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Vacuum Shot (-2 turns) Blunt Shot (-3 turns) Mindpower: +15 (+3 eff.) Mental crit. chance: +5% Steampower: +15 (+2 eff.) Steam crit. chance: +5% On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
| Around waist | drakeskin leather belt 'Mayiwe' |
| In off hand | Galenight the voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +35 Crit. chance: +20.0% Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +15.0% Changes stats: +15 Str / +13 Dex / +17 Mag / +16 Wil / +13 Cun / +26 Con Changes resistances: +7% arcane / +9% lightning Changes resistances penetration: +10% lightning Changes damage: +15% lightning / +3% nature / +9% mind / +12% arcane Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 260 life over 5 turns Activation puts all charms on cooldown for 11 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Skyvein the elven-silk cloak (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 10 blight / 10 fire / 8 light Changes stats: +6 Wil / +6 Mag Changes resistances: +75% lightning / +12% light Changes resistances penetration: +30% lightning Changes damage: +21% blight / +12% fire / +18% light / +18% lightning Stun/Freeze immunity: +50% Spell crit. chance: +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Steam Powered Armour (30 def, 32 armour) Requires: - Massive armour training - Strength 60 Powered by steamtech 22.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Physical power: +22 (+3 eff.) Armour: +32 Defense: +30 (+6 eff.) Fatigue: +12% Changes stats: +17 Str / +13 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +25% lightning Talent granted: +5 Steam Powered Armour Physical save: +71 (+11 eff.) Stun/Freeze immunity: +50% Steampower: +22 (+3 eff.) Maximum steam: +15.00 Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
Inventory
medical injector implant (efficiency 176% / cooldown 67%)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: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 176% efficiency and cooldown mod of 67%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Phial of the Ultimate BearnessPowered by unknown forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff phial's content. Impawssible?! |
2 schematic: Acid 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. |
3 schematic: Antimagic 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: Back SupportRequires: - 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: 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: Deflection FieldRequires: - 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: Fiery 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: 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. |
6 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: Hand CannonRequires: - 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: 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. |
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. |
schematic: Hook 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: 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. |
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. |
2 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. |
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. |
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. |
schematic: Shocking 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. |
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. |
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. |
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. |
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. |
schematic: Unstoppable Force 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: Viral InjectorRequires: - 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: 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. |
schematic: White Light EmitterRequires: - 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: 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. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Zerugrim the TempestlaceInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Con Changes resistances: +24% lightning / +27% cold / +22% mind Changes resistances penetration: +20% mind / +30% acid Changes damage: +27% lightning / +18% cold / +9% darkness Amulets make your neck look great! |
protective voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Damage (Melee): 10 light / 15 darkness Effects when hit in melee: * 15% chance to blind * 15% chance to reduce damage dealt by 36% Changes resistances cap: +7% all Changes damage: +15% light / +15% darkness Physical save: +27 (+4 eff.) Amulets make your neck look great! |
Grinyrand the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +17 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 44 Changes stats: +7 Str / +6 Dex / +6 Cun / +6 Con Changes resistances: +6% acid Reduces incoming crit damage: 15.00% Only die when reaching: -40.00 life Spellpower: +9 (+2 eff.) Mindpower: +8 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
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: -10 Lck / +6 Wil Changes resistances: +25% mind You feel something is very wrong with this ring. It can be used to summon Crimson Paladin John Activation costs 43 power out of 100/100. 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" |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 arcane / 4 light Changes resistances: +3% temporal / +41% light / +11% blight / +26% fire / +10% nature Changes damage: +6% arcane / +13% fire / +22% light / +9% temporal Poison immunity: +19% Disease immunity: +19% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
stralite ring 'Icestrike'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +18 (+3 eff.) Effects on melee hit: * 31% chance to reduce armor by 29% Damage when hit (Melee): 8 arcane Changes stats: +9 Cun Changes resistances: +30% acid / +24% cold Changes resistances penetration: +35% acid Changes damage: +24% cold Spell save: +21 (+5 eff.) Mana when firing critical spell: +3.13 Vim when firing critical spell: +3.13 Rings make your fingers look great! |
titan's gold ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 44 Damage (Melee): 14 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 44 Damage (Ranged): 17 physical Changes stats: +2 Cun / +4 Con Physical save: +8 (+1 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 5.5 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
LayathRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (radius 2) on crit: +13 acid / +17 nature Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +9 Physical power: +16 (+2 eff.) Armour: +6 Changes stats: +9 Str Changes resistances: +3% temporal Changes resistances penetration: +13% acid / +14% nature Blindness immunity: +10% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +5 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun 'Pitchbane'Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * 20% chance to reduce all saves and defense by 44 Travel speed: +600% Damage (Ranged): +12 mind / +4 darkness Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +2.0% Effects on ranged hit: * 20% chance to reduce damage dealt by 36% Damage when hit (Melee): 8 mind Changes resistances: +3% mind / +12% darkness / +15% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Smoldervein (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane / 2 fire Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +12% lightning / +15% cold / +26% mind / +45% fire / +5% arcane / +15% all Changes resistances penetration: +10% arcane / +15% fire Changes damage: +20% lightning / +25% physical / +27% cold / +26% mind / +36% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emelorin (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 29% Damage when hit (Melee): 8 mind / 4 acid Changes resistances: +10% lightning / +8% temporal / +15% mind Changes resistances penetration: +10% acid Changes damage: +30% acid / +9% mind A pair of boots made of leather. |
Lisudamina the drakeskin leather gloves (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to reduce all saves and defense by 44 Damage (Melee): 31 mind / 16 darkness Changes resistances: +6% lightning / +6% physical / +6% mind Reduces incoming crit damage: 15.00% Mental save: +5 (+1 eff.) Pinning immunity: +20% Mindpower: +8 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 (-1 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 (+0 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. |
drakeskin leather armour 'Gloomraider' (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +20 (+3 eff.) Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Effects on melee hit: * 31% chance to reduce damage dealt by 36% Damage when hit (Melee): 12 light / 8 cold Changes stats: +10 Str / +10 Mag / +7 Wil Changes resistances: +20% lightning / +18% fire Changes resistances penetration: +25% fire / +30% darkness / +39% light Changes damage: +27% darkness / +39% blight / +21% cold / +12% fire / +18% light Spellpower: +25 (+4 eff.) Spell crit. chance: +9% Mindpower: +22 (+4 eff.) Mental crit. chance: +10% A suit of armour made of leather. |
stralite plate armour 'Xerymira' (0 def, 25 armour)Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +3 Armour: +25 Fatigue: +22% Changes stats: +3 Str / +3 Dex Changes resistances: +26% acid / +13% physical / +7% fire / +8% cold / +7% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +26% Stun/Freeze immunity: +30% Knockback immunity: +29% A suit of armour made of metal plates. |
Arkul's Siege Arrows (14/14, 68-95 power, 100 apr)Requires: - Dexterity 20 - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 50% Dex, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
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. |
913 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. |
41 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. |
8 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. |
24 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 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. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 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. |
Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-6 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+2 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 16 power out of 30/30) : Effective talent level: 5.5 Power cost: 16 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 46.11 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
strange black disk (1)0.00 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. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
24 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. |
6 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 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 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. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 54 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 479 cold damage (based on your Magic) Activation costs 11 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Ureslak's FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +6 Con / +6 Mag Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% acid / +6% cold Spellpower: +12 (+2 eff.) When used to imbue an object: Physical power: +12 (+2 eff.) Changes stats: +6 Con / +6 Mag Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% acid / +6% cold Spellpower: +12 (+2 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Automated Portable 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. |
10 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. |
11 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. |
28 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. |
8 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 (3/3)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 108 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 67] amazing fiery salve [power 67]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 249% efficiency and 70% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (67% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing frost salve [power 67] amazing frost salve [power 67]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 249% efficiency and 70% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (67% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing water salve [power 67] amazing water salve [power 67]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 249% efficiency and 70% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (67% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. |
great healing salve [power 833] great healing salve [power 833]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 249% efficiency and 70% cooldown modifier. It can be used to heal 833 Activation puts Talent Medical Injector on cooldown for 8 turns. Medical salve. |
Chargehunt (21/21, 18-22 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.0 - 21.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 21 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 310 nature damage and pinning them for 3 turns Damage (Ranged): +20 light / +12 lightning Damage (radius 1) on hit: +12 light / +20 cold Damage (radius 2) on crit: +20 lightning / +20 cold When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Frozen Shards (25/25, 32-38 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Cun Damage type: Ice Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud When wielded/worn: In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Rootquick the pouch of stralite shots (20/20, 42-50 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 41.5 - 49.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 25% chance to slow global speed by 74% On weapon crit: * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 Damage Shield penetration (this weapon only): +37% Damage (Ranged): +25 blight / +25 cold / +25 nature Damage (radius 2) on crit: +12 nature / +25 cold When wielded/worn: Shots are used with slings to pummel your foes to death. |
barbed pouch of steel shots of amnesia (20/20, 24-29 power, 2 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 24.5 - 29.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +10.5% Capacity: 20 On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 360 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Shots are used with slings to pummel your foes to death. |
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. |
amazing air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
perfect poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
13 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 16 power out of 23/30. 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. |
8 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. |
10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
28 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. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
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'HaĂŻb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Madness (Roguelike) difficulty)
Buy an item from an AAA.By Garinth the Orc Gunslinger level 13
22nd Retaking 124th year of Ascendancy at 04:33 see stats
Across the Narrow Sea (Madness (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Garinth the Orc Gunslinger level 15
51st Retaking 124th year of Ascendancy at 22:46 see stats
Blood on the Moon (Madness (Roguelike) difficulty)
Kill all of the Star Gazers within 7 game turns.By Garinth the Orc Gunslinger level 47
46th Dearth 124th year of Ascendancy at 23:43 see stats
Bookception! (Madness (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Garinth the Orc Gunslinger level 64
1st Destruction 124th year of Ascendancy at 20:53 see stats
Can you bear it? So much bearness! (Madness (Roguelike) difficulty)
Killed Borius in the Bearscape.By Garinth the Orc Gunslinger level 31
18th Pain 124th year of Ascendancy at 08:07 see stats
Do not go gentle into that good night (Madness (Roguelike) difficulty)
Trapped John.By Garinth the Orc Gunslinger level 61
52nd Loss 124th year of Ascendancy at 20:09 see stats
Don't Poosh it! (Madness (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Garinth the Orc Gunslinger level 25
1st Pain 124th year of Ascendancy at 07:01 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Garinth the Orc Gunslinger level 47
46th Dearth 124th year of Ascendancy at 23:23 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Garinth the Orc Gunslinger level 37
5th Dearth 124th year of Ascendancy at 03:38 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Garinth the Orc Gunslinger level 17
49th Revenge 124th year of Ascendancy at 15:48 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Garinth the Orc Gunslinger level 10
15th Retaking 124th year of Ascendancy at 17:21 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Garinth the Orc Gunslinger level 20
50th Revenge 124th year of Ascendancy at 09:18 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Garinth the Orc Gunslinger level 30
17th Pain 124th year of Ascendancy at 20:13 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Garinth the Orc Gunslinger level 40
18th Dearth 124th year of Ascendancy at 06:23 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By Garinth the Orc Gunslinger level 50
10th Loss 124th year of Ascendancy at 21:42 see stats
One Ill Turn Deserves Another (Madness (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Garinth the Orc Gunslinger level 77
52nd Destruction 124th year of Ascendancy at 20:12 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Garinth the Orc Gunslinger level 18
50th Revenge 124th year of Ascendancy at 07:50 see stats
Reclaiming Garkul's Heritage (Madness (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Garinth the Orc Gunslinger level 53
18th Loss 124th year of Ascendancy at 16:06 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Garinth the Orc Gunslinger level 18
50th Revenge 124th year of Ascendancy at 04:49 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Garinth the Orc Gunslinger level 18
50th Revenge 124th year of Ascendancy at 04:49 see stats
The Dead God Rests (Madness (Roguelike) difficulty)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Garinth the Orc Gunslinger level 87
8th Remembrance 125th year of Ascendancy at 11:41 see stats
The High Lady's Destiny (Finale) (Madness (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Garinth the Orc Gunslinger level 57
33rd Loss 124th year of Ascendancy at 17:15 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Garinth the Orc Gunslinger level 18
50th Revenge 124th year of Ascendancy at 05:25 see stats
This will make a big Omelette! (Madness (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Garinth the Orc Gunslinger level 37
4th Dearth 124th year of Ascendancy at 17:32 see stats
To the Bitter End (Madness (Roguelike) difficulty)
You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By Garinth the Orc Gunslinger level 88
8th Remembrance 125th year of Ascendancy at 17:58 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Garinth the Orc Gunslinger level 31
18th Pain 124th year of Ascendancy at 18:15 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Garinth the Orc Gunslinger level 25
1st Pain 124th year of Ascendancy at 04:18 see stats
True Savior (Madness (Roguelike) difficulty)
Freed all the Orc Prides without killing a single mind-controlled orc.By Garinth the Orc Gunslinger level 53
18th Loss 124th year of Ascendancy at 16:06 see stats
You were not supposed to see that! (Madness (Roguelike) difficulty)
Read a Forbidden Tome.By Garinth the Orc Gunslinger level 61
52nd Loss 124th year of Ascendancy at 20:58 see stats
Log
Garinth's Explosive Shell hits Fire drake hatchling for 26 light, 41 darkness, 26 light, 41 darkness, 26 light, 41 darkness, 26 light, 41 darkness, 26 light, 41 darkness, 26 light, 41 darkness, 26 light, 41 darkness, 26 light, 41 darkness (537 total damage).
Garinth's Explosive Shell hits Stone golem (wild summon) for 79 light, 0 darkness, 79 light, 52 darkness, 79 light, 52 darkness, 79 light, 52 darkness, 0 light, 0 darkness, 0 light, 0 darkness, 2 light, 0 darkness, 0 light, 2 darkness, 0 light, 2 darkness, 2 light, 2 darkness, 0 light, 0 darkness, 0 light, 2 darkness, 4 light, 0 darkness, 4 light, 2 darkness, 4 light, 2 darkness, 4 light, 0 darkness, 0 light, 2 darkness, 4 light, 2 darkness, 4 light, 2 darkness, 0 light, 2 darkness, 4 light, 0 darkness, 0 light, 2 darkness, 0 light, 2 darkness, 0 light, 2 darkness, 41 light, 26 darkness, 0 light, 0 darkness, 41 light, 0 darkness, 41 light, 0 darkness, 0 light, 26 darkness, 0 light, 26 darkness, 0 light, 26 darkness, 0 light, 0 darkness, 41 light, 26 darkness, 41 light, 0 darkness, 41 light, 0 darkness, 41 light, 26 darkness (972 total damage).
Garinth's Explosive Shell hits War hound for 4 light, 0 darkness, 0 light, 0 darkness, 4 light, 4 darkness, 4 light, 4 darkness, 4 light, 0 darkness, 4 light, 4 darkness, 4 light, 4 darkness, 4 light, 4 darkness, 0 light, 0 darkness, 0 light, 41 darkness, 41 light, 41 darkness, 41 light, 41 darkness (248 total damage).
Garinth's Explosive Shell hits Fire drake for 51 light, 80 darkness, 0 light, 0 darkness, 51 light, 80 darkness, 51 light, 80 darkness, 2 light, 2 darkness, 0 light, 2 darkness, 0 light, 0 darkness, 2 light, 0 darkness, 2 light, 2 darkness, 0 light, 2 darkness, 2 light, 0 darkness, 2 light, 0 darkness, 2 light, 0 darkness, 0 light, 4 darkness, 2 light, 0 darkness, 2 light, 0 darkness, 2 light, 0 darkness, 0 light, 4 darkness, 2 light, 4 darkness, 2 light, 4 darkness, 0 light, 4 darkness, 2 light, 0 darkness, 2 light, 4 darkness, 0 light, 4 darkness, 26 light, 0 darkness, 0 light, 0 darkness, 26 light, 41 darkness, 0 light, 0 darkness, 0 light, 80 darkness, 51 light, 0 darkness, 51 light, 0 darkness, 0 light, 0 darkness, 26 light, 41 darkness, 26 light, 41 darkness, 26 light, 0 darkness, 26 light, 0 darkness, 0 light, 509 darkness, 0 light, 509 darkness, 0 light, 0 darkness, 321 light, 0 darkness, 51 light, 0 darkness, 0 light, 80 darkness, 0 light, 80 darkness, 51 light, 80 darkness, 2 light, 0 darkness, 0 light, 0 darkness, 0 light, 4 darkness, 0 light, 0 darkness, 2 light, 0 darkness, 2 light, 4 darkness, 2 light, 0 darkness, 0 light, 4 darkness, 26 light, 0 darkness, 0 light, 41 darkness, 0 light, 41 darkness, 26 light, 41 darkness, 51 light, 80 darkness, 0 light, 80 darkness, 51 light, 0 darkness, 51 light, 0 darkness, 0 light, 0 darkness, 0 light, 0 darkness, 26 light, 41 darkness, 0 light, 0 darkness, 26 light, 41 darkness, 0 light, 41 darkness, 26 light, 41 darkness, 26 light, 41 darkness (3415 total damage).
Garinth's Explosive Shell hits Something for (27 flat reduction), 0 light, (28 flat reduction), 0 darkness, (27 flat reduction), 0 light, (28 flat reduction), 0 darkness, (27 flat reduction), 0 light, (28 flat reduction), 0 darkness, (27 flat reduction), 0 light, (28 flat reduction), 0 darkness, (53 flat reduction), 0 light, (54 flat reduction), 0 darkness, (53 flat reduction), 0 light, (54 flat reduction), 0 darkness, (53 flat reduction), 0 light, (54 flat reduction), 0 darkness, (53 flat reduction), 0 light, (54 flat reduction), 0 darkness (0 total damage).
Garinth's Explosive Shell hits Something for (27 absorbed), 0 light, (37 absorbed), 0 darkness, (27 absorbed), 0 light, (37 absorbed), 0 darkness, (27 absorbed), 0 light, (37 absorbed), 0 darkness, (27 absorbed), 0 light, (37 absorbed), 0 darkness, (27 absorbed), 0 light, (37 absorbed), 0 darkness, (27 absorbed), 0 light, (37 absorbed), 0 darkness, (27 absorbed), 0 light, (37 absorbed), 0 darkness, (27 absorbed), 0 light, (37 absorbed), 0 darkness, (268 absorbed), 221 light, 654 darkness, 489 light, 654 darkness, 489 light, 654 darkness, 489 light, 654 darkness, 27 light, 37 darkness, 27 light, 37 darkness, 27 light, 37 darkness, 27 light, 37 darkness, 27 light, 37 darkness, 27 light, 37 darkness, 27 light, 37 darkness, 27 light, 37 darkness (4819 total damage).
Garinth's Explosive Shell hits Fire drake hatchling for 0 light, 0 darkness, 0 light, 4 darkness, 2 light, 0 darkness, 2 light, 4 darkness, 2 light, 4 darkness, 0 light, 4 darkness, 2 light, 4 darkness, 2 light, 4 darkness, 26 light, 41 darkness, 0 light, 0 darkness, 26 light, 0 darkness, 0 light, 0 darkness, 0 light, 0 darkness, 0 light, 0 darkness, 26 light, 41 darkness, 26 light, 41 darkness, 0 light, 0 darkness, 0 light, 80 darkness, 50 light, 80 darkness, 0 light, 0 darkness, 0 light, 0 darkness, 26 light, 41 darkness, 0 light, 0 darkness, 0 light, 0 darkness, 50 light, 80 darkness, 0 light, 80 darkness, 0 light, 0 darkness, 0 light, 80 darkness, 0 light, 0 darkness, 0 light, 41 darkness, 0 light, 41 darkness, 26 light, 41 darkness, 0 light, 579 darkness, 0 light, 579 darkness, 362 light, 579 darkness, 0 light, 579 darkness, 0 light, 4 darkness, 2 light, 4 darkness, 0 light, 0 darkness, 0 light, 0 darkness, 0 light, 0 darkness, 2 light, 4 darkness, 2 light, 0 darkness, 0 light, 4 darkness, 26 light, 41 darkness, 0 light, 0 darkness, 26 light, 0 darkness, 26 light, 0 darkness (3794 total damage).
Garinth's Explosive Shell hits Fire drake hatchling for 0 light, 0 darkness, 79 light, 0 darkness, 0 light, 0 darkness, 0 light, 0 darkness, 2 light, 0 darkness, 2 light, 2 darkness, 2 light, 2 darkness, 2 light, 0 darkness, 0 light, 2 darkness, 2 light, 0 darkness, 2 light, 2 darkness, 2 light, 2 darkness, 4 light, 4 darkness, 4 light, 0 darkness, 4 light, 0 darkness, 0 light, 4 darkness, 4 light, 0 darkness, 4 light, 4 darkness, 4 light, 4 darkness, 4 light, 0 darkness, 0 light, 0 darkness, 0 light, 0 darkness, 4 light, 4 darkness, 4 light, 0 darkness, 0 light, 0 darkness, 0 light, 0 darkness, 41 light, 0 darkness, 41 light, 0 darkness, 504 light, 511 darkness, 504 light, 511 darkness, 0 light, 0 darkness, 504 light, 0 darkness, 0 light, 80 darkness, 79 light, 80 darkness, 79 light, 80 darkness, 79 light, 0 darkness, 0 light, 0 darkness, 4 light, 0 darkness, 0 light, 0 darkness, 0 light, 4 darkness, 4 light, 4 darkness, 0 light, 0 darkness, 4 light, 0 darkness, 0 light, 4 darkness, 41 light, 0 darkness, 0 light, 0 darkness, 0 light, 41 darkness, 0 light, 41 darkness, 0 light, 80 darkness, 79 light, 80 darkness, 79 light, 80 darkness, 79 light, 0 darkness, 0 light, 41 darkness, 41 light, 41 darkness, 41 light, 0 darkness, 0 light, 0 darkness, 79 light, 80 darkness, 0 light, 80 darkness, 79 light, 80 darkness, 0 light, 0 darkness, 41 light, 0 darkness, 41 light, 0 darkness, 41 light, 41 darkness, 0 light, 0 darkness, 0 light, 41 darkness, 41 light, 0 darkness, 0 light, 41 darkness, 41 light, 41 darkness (4806 total damage).
Garinth's Explosive Shell hits Sieiein the shalore for 0 light, 0 darkness, 339 light, 343 darkness, 0 light, 343 darkness, 0 light, 0 darkness, 0 light, 0 darkness, 2 light, 2 darkness, 0 light, 2 darkness, 0 light, 0 darkness, 2 light, 0 darkness, 0 light, 0 darkness, 2 light, 2 darkness, 0 light, 0 darkness, 2 light, 0 darkness, 2 light, 0 darkness, 2 light, 2 darkness, 0 light, 0 darkness, 2 light, 2 darkness, 0 light, 2 darkness, 0 light, 2 darkness, 2 light, 0 darkness, 2 light, 2 darkness, 0 light, 0 darkness, 2 light, 0 darkness, 2 light, 2 darkness, 27 light, 28 darkness, 27 light, 28 darkness, 0 light, 0 darkness, 27 light, 0 darkness, 27 light, 0 darkness, 27 light, 0 darkness, 27 light, 0 darkness, 0 light, 0 darkness, 0 light, 343 darkness, 0 light, 343 darkness, 339 light, 343 darkness, 339 light, 0 darkness, 27 light, 0 darkness, 27 light, 28 darkness, 0 light, 0 darkness, 27 light, 28 darkness, 27 light, 28 darkness, 0 light, 0 darkness, 0 light, 0 darkness, 27 light, 0 darkness (3214 total damage).
Garinth's Explosive Shell hits Ritch flamespitter for 4 light, 4 darkness, 4 light, 4 darkness, 4 light, 4 darkness, 4 light, 4 darkness, 4 light, 4 darkness, 4 light, 4 darkness, 4 light, 4 darkness, 4 light, 4 darkness, 41 light, 41 darkness, 41 light, 41 darkness, 41 light, 41 darkness, 41 light, 41 darkness, 41 light, 41 darkness, 41 light, 41 darkness, 41 light, 41 darkness, 41 light, 41 darkness (713 total damage).
Garinth's Explosive Shell hits Fire drake hatchling for 0 light, 0 darkness, 79 light, 0 darkness, 79 light, 80 darkness, 79 light, 0 darkness, 0 light, 2 darkness, 2 light, 2 darkness, 2 light, 0 darkness, 2 light, 2 darkness, 2 light, 2 darkness, 0 light, 2 darkness, 2 light, 2 darkness, 0 light, 2 darkness, 0 light, 4 darkness, 0 light, 4 darkness, 4 light, 4 darkness, 4 light, 4 darkness, 0 light, 0 darkness, 4 light, 4 darkness, 4 light, 0 darkness, 0 light, 4 darkness, 4 light, 0 darkness, 0 light, 4 darkness, 4 light, 0 darkness, 0 light, 0 darkness, 0 light, 41 darkness, 41 light, 0 darkness, 41 light, 0 darkness, 0 light, 41 darkness, 0 light, 0 darkness, 79 light, 80 darkness, 79 light, 80 darkness, 0 light, 80 darkness, 0 light, 41 darkness, 41 light, 41 darkness, 41 light, 0 darkness, 0 light, 0 darkness, 79 light, 0 darkness, 79 light, 80 darkness, 79 light, 80 darkness, 79 light, 0 darkness, 41 light, 0 darkness, 41 light, 41 darkness, 0 light, 0 darkness, 41 light, 41 darkness, 0 light, 0 darkness, 0 light, 611 darkness, 604 light, 0 darkness, 604 light, 0 darkness, 79 light, 0 darkness, 0 light, 80 darkness, 79 light, 80 darkness, 79 light, 80 darkness, 0 light, 4 darkness, 0 light, 4 darkness, 0 light, 4 darkness, 4 light, 0 darkness, 4 light, 4 darkness, 4 light, 4 darkness, 4 light, 4 darkness, 4 light, 0 darkness, 0 light, 0 darkness, 41 light, 0 darkness, 41 light, 0 darkness, 41 light, 0 darkness, 41 light, 0 darkness, 41 light, 0 darkness, 41 light, 41 darkness, 41 light, 41 darkness (4507 total damage).
Garinth's Explosive Shell hits Fire drake hatchling for 0 light, 0 darkness, 0 light, 0 darkness, 0 light, 0 darkness, 0 light, 58 darkness, 79 light, 80 darkness, 79 light, 80 darkness, 0 light, 0 darkness, 79 light, 80 darkness, 4 light, 4 darkness, 0 light, 4 darkness, 0 light, 0 darkness, 4 light, 0 darkness, 4 light, 4 darkness, 0 light, 4 darkness, 4 light, 4 darkness, 4 light, 4 darkness, 2 light, 2 darkness, 2 light, 0 darkness, 0 light, 2 darkness, 2 light, 2 darkness, 0 light, 2 darkness, 2 light, 0 darkness, 0 light, 2 darkness, 0 light, 0 darkness, 4 light, 4 darkness, 4 light, 4 darkness, 0 light, 4 darkness, 0 light, 0 darkness, 0 light, 4 darkness, 0 light, 0 darkness, 4 light, 0 darkness, 4 light, 4 darkness, 4 light, 4 darkness, 4 light, 4 darkness, 0 light, 0 darkness, 0 light, 4 darkness, 0 light, 0 darkness, 41 light, 0 darkness, 0 light, 41 darkness, 0 light, 41 darkness, 0 light, 80 darkness, 79 light, 80 darkness, 0 light, 80 darkness, 0 light, 0 darkness, 41 light, 0 darkness, 0 light, 41 darkness, 41 light, 41 darkness, 41 light, 41 darkness, 79 light, 80 darkness, 0 light, 80 darkness, 79 light, 0 darkness, 0 light, 0 darkness, 0 light, 41 darkness, 41 light, 0 darkness, 41 light, 0 darkness, 41 light, 0 darkness, 79 light, 80 darkness, 79 light, 80 darkness, 79 light, 0 darkness, 79 light, 80 darkness, 41 light, 41 darkness, 0 light, 41 darkness, 0 light, 0 darkness, 0 light, 0 darkness, 0 light, 41 darkness, 41 light, 0 darkness, 41 light, 0 darkness, 41 light, 0 darkness (2664 total damage).
Garinth's Explosive Shell hits Golem (servant of Zarrodi the shalore) for 4 light, 0 darkness, 4 light, 4 darkness, 4 light, 0 darkness, 0 light, 0 darkness, 4 light, 4 darkness, 4 light, 0 darkness, 0 light, 0 darkness, 4 light, 4 darkness, 0 light, 41 darkness, 41 light, 0 darkness, 41 light, 0 darkness, 0 light, 0 darkness, 41 light, 0 darkness, 0 light, 0 darkness, 41 light, 41 darkness, 41 light, 41 darkness (361 total damage).
Zarrodi the shalore casts Channel Staff.
Zarrodi the shalore's spell attains critical power!
Garinth deflects the projectile from Zarrodi the shalore to the southeast!
Garinth calms down.
Poison from Sieiein the shalore hits Garinth for (56 flat reduction), 0 nature (0 total damage).
Shrouded in Darklight from Zarrodi the shalore hits Garinth for (58 flat reduction), 0 light, (241 flat reduction), 306 darkness (306 total damage).
Minotaur uses Warshout.
Sieiein the shalore wanders around!
Fire drake hatchling wanders around!
Fire drake hatchling wanders around!
Ritch flamespitter resists the effect 'Confused'!
Fire drake wanders around!
Fire drake hatchling wanders around!
Garinth's unbreakable will shrugs off the effect!
Garinth roars with rage shaking off 1 mental debuffs!
Sieiein the shalore fumbles and fails to use Nature's Touch, injuring herself!
Fire drake roars!


















































































































































