









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.5.0Official Expansion!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 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.
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Berserker |
| Level / Exp | 50 / 1160% |
| Size | big |
| Lifes / Deaths | Killed by Elukira the halfling pyremaster at level 36 on the 21st Destruction 124th year of Ascendancy at 07:25 5 / 2Killed by lava floor at level 50 on the 36th Remembrance 125th year of Ascendancy at 14:46 |
Primary Stats
| Strength | 167 (base 60) |
| Dexterity | 121 (base 60) |
| Constitution | 86 (base 60) |
| Magic | 35 (base 10) |
| Willpower | 54 (base 10) |
| Cunning | 84 (base 29) |
Resources
| Life | 1846/1846 |
| Stamina | 337/337 |
| Steam | 100/100 |
| Healing Factor | 1.8753125 |
| Regeneration | 4.4069843749997 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 7 |
| Infravision | 9 |
| See Stealth | 66.852263939808 |
| See Invisible | 66.852263939808 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 238 |
| Accuracy | 73 |
| Crit Chance | 90% |
| APR | 46 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +21% |
| Light | +13% |
| Temporal | +20% |
| Blight | +13% |
| Physical | +30% |
| Fire | +21% |
| All | +10% |
Offense: Damage Penetration
| Temporal | +26% |
| Physical | +26% |
| Light | +31% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 54.08934837382 (81.030927835052%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 73 |
| Spell Save | 46 |
| Mental Save | 55 |
Defense: Resistances
| Lightning | + 48%( 70%) |
| Temporal | + 40%( 80%) |
| Physical | + 41%( 70%) |
| Arcane | + 29%( 70%) |
| Mind | + 44%( 70%) |
| All | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 97% |
| Confusion Resistance | 80% |
| Poison Resistance | 5% |
| Blind Resistance | 100% |
| Silence Resistance | 35% |
| Teleport Resistance | 100% |
| Pinning Resistance | 73% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 74% |
Inscriptions (5/5)
| 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 214% efficiency and cooldown mod of 62%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 428 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 212% efficiency and cooldown mod of 69%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 660 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 505% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Berserker Rage |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active |
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. | active |
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. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | active |
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 | Obsidianwar of the Blightspawn (0 def, 7 armour) 3.0 T5 feet armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +6 (+3 eff.) On Hit (Melee): * Slows global speed by 30% On Melee Ret: * 25% chance to disease * 35% chance to inflict 15% damage reduction ----- def ----- Armour +7 Fatigue +4% Resists +1% physical Phys.save +27 (+7 eff.) Spell.save +14 (+5 eff.) Mind.save +11 (+4 eff.) Poison- +5% Silence- +35% Confus- +40% Pinning- +35% Stun/Frz- +47% Knockbk- +35% Teleport- +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Suntreason'1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Dmg.mod +3% light Res.pen +20% light +15% temporal Melee Ret 12 light On Hit (Melee): * 15% chance to blind ----- def ----- Phys.save +8 (+2 eff.) Heal.mod +16% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eastern Wood Hat (15 def, 0 armour) 2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+9 eff.) Apr +15 ----- def ----- Defense +15 (+5 eff.) Blind- +100% ---------- misc Light +0 Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Blind-Fight: No penalty when attacking invisible/stealthed This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| Tool | Demonflash of the Blightspawn (dig speed 10 turns)3.0 T5 digger tool [Random Unique] Arcane/Psionic While equipped: Stats +11 Str +4 Mag +12 Wil dps ---------- Phys.crit +11.0% Spell.crit +10% Mind.crit +10% Dmg.mod +3% blight +11% fire +11% mind Phasing +10% On Melee Ret: * 33% chance to disease * 33% chance to inflict 15% damage reduction ----- def ----- Resists +5% arcane Mind.save +15 (+5 eff.) ---------- misc Vim/s.crit +1.00 Max.mana +43.00 Max.vim +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ebonybore of the Blightspawn0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex +8 Cun +1 Con dps ---------- Phys.crit +3.0% Crit.mult +9.00% Acc +11 (+3 eff.) On Melee Ret: * 23% chance to disease * 37% chance to inflict 15% damage reduction ----- def ----- Max.HP +136.00 HP.reg +1.40 Heal.mod +27% Disarm- +42% Pinning- +38% Knockbk- +39% Rings can have magical properties. |
| On fingers | Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around waist | skylord's drakeskin leather belt of recklessness 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +4 Dex +4 Wil +4 Cun dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +4 (+1 eff.) ----- def ----- Phys.save +12 (+3 eff.) Spell.save +14 (+5 eff.) Mind.save +12 (+4 eff.) A belt that goes around your waist. |
| In main hand | Sawrd (136% power, 19 apr)3.0 T5 greatsword 2H weapon [Unique] Steamtech Power 137% Range: 1.6x Uses 120% Str Dmg Phys.bleed Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Recurse +3 Rcrse.rdc -67% While equipped: Stats +7 Str +7 Dex +7 Cun ---------- misc Masteries +0.20 Technique/Two-handed assault A brutal weapon of countless blades. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Disarm- +100% ---------- misc Talents +5 Iron Grip Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | Cuirass of the Dark Lord (0 def, 30 armour) 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +20 Str +10 Dex +10 Mag +10 Wil +10 Cun +20 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+4 eff.) HP.reg +0.00 Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 386.10 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 15 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
| Cloak | Threads of Fate (10 def, 0 armour) 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+3 eff.) Resists +30% lightning +20% temporal Res.Cap +10% temporal Phys.save +20 (+5 eff.) Spell.save +20 (+7 eff.) Mind.save +20 (+6 eff.) Confus- +40% Stun/Frz- +50% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.1 Pwr.cost 30 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
| Around neck | wanderer's stralite amulet of murder0.1 T4 amulet jewelry [Ego++] Master While equipped: Stats +6 Dex +7 Cun +4 Con dps ---------- Crit.mult +17.00% Mov.spd +10% Acc +7 (+2 eff.) Apr +12 ----- def ----- Fatigue -6% HP.reg +0.70 ---------- misc Stam/turn +0.70 Amulets can have magical properties. |
Inventory
medical injector implant of the duelist (efficiency 166% / cooldown 92%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 92%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 206% / cooldown 79%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 206% efficiency and cooldown mod of 79%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the warrior (+28 for 10 turns, die at -1264)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 28 for 10 turns. While Heroism is active, you will only die when reaching -1264 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 22%; cure mental)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
wanderer's gold amulet of the eclipse0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Melee+ 7 light 7 darkness Dmg.mod +5% light +7% darkness On Melee Ret: * 5% chance to inflict 15% damage reduction * 7% chance to blind ----- def ----- Fatigue -6% HP.reg +0.50 ---------- misc Stam/turn +0.80 Amulets can have magical properties. |
wanderer's voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +8 Dex +7 Cun +8 Con dps ---------- Crit.mult +18.00% Spell.pwr +10 (+5 eff.) Mov.spd +10% Dmg.mod +12% blight +12% fire ----- def ----- Fatigue -9% HP.reg +1.10 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
Eclipsemight of the Blightspawn0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +5 Cun +5 Mag dps ---------- Crit.mult +6.00% Spell.pwr +11 (+6 eff.) On Melee Ret: * 36% chance to disease * 36% chance to inflict 15% damage reduction ----- def ----- Armour +6 Resists +19% acid +23% fire +17% lightning +24% cold Blind- +40% ---------- misc Psi/ret +0.04 Max.stam +15.00 Max.hate +8.00 Infravis +5 See.Stealth +21 See.Invis +24 Rings can have magical properties. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
rogue's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+2 eff.) HP.reg +1.40 Stun/Frz- +22% Rings can have magical properties. |
solipsist's stralite ring of blinding strikes0.1 T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.pwr +9 (+3 eff.) Melee+ 25 light Ranged+ 31 light On Hit (Melee): * 14% chance to blind On Hit (Ranged): * 20% chance to blind Rings can have magical properties. |
warrior's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +4 Resists +24% lightning Rings can have magical properties. |
Spellcrusher (139% power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+5 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
dwarven-steel greatmaul of massacre (167% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Master Power 167% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
Borosk's Hate (172% power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Warmaster Gnarg's Murderblade (172% power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
quick voratun greatsword of amnesia (174% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Master/Psionic Power 174% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 111% On Hit: * 25% chance to put talents on cooldown While equipped: Stats +7 Dex dps ---------- Acc +13 (+3 eff.) Massive two-handed swords. |
halfling drakeskin leather sling of cunning (+6)4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +6 Cun dps ---------- Dmg.mod +17% physical Res.pen +17% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
cruel dragonbone vilestaff of channeling (136% power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +5% Crit.mult +16.00% Spell.pwr +28 (+11 eff.) Dmg.mod +30% fire ---------- misc Mana/turn +0.38 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 18 cooldown Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Gloomhunt of the Blightspawn1.0 T5 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +2.0% On Melee Ret: * 33% chance to disease * 37% chance to inflict 15% damage reduction ----- def ----- Resists +17% acid +15% fire +16% lightning +16% cold D.Red.from +33% Summoned HP.reg +0.40 Heal.mod +35% ---------- misc Max.stam +20.00 A belt that goes around your waist. |
hardened leather belt 'Ivyriamira'1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +5 Cun +4 Con dps ---------- Phys.crit +8.0% Mind.crit +8% Phys.pwr +5 (+1 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Armour +2 Resists +6% lightning +3% temporal +6% mind Spell.save +8 (+3 eff.) Mind.save +28 (+8 eff.) Stun/Frz- +10% ---------- misc Size +1 A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 216 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Erelagen (20 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% ----- def ----- Defense +20 (+6 eff.) Resists +33% light +47% fire Stealth +24 Max.HP +30.00 Heal.mod +5% ---------- misc Stam/turn +1.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Falykalthovor (11 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Phys.crit +3.0% Phys.pwr +8 (+2 eff.) Dmg.mod +9% physical Apr +6 ----- def ----- Defense +11 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +0% lightning Phys.save +6 (+2 eff.) HP.reg +0.80 Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 30 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (96 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (162 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 11 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Glareminister the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Random Unique] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Phys.crit +5.0% Spell.crit +3% Phys.pwr +4 (+1 eff.) Apr +6 ----- def ----- Armour +4 Fatigue -3% Phys.save +8 (+2 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Max.enc +29 Mana/s.crit +2.00 Max.vim +20.00 Light +3 Disengage: Puts all charms on 9 cooldown Level 1.0 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spiderrot the pair of voratun boots (0 def, 13 armour)3.0 T5 feet armor [Random Unique] Master While equipped: Stats +4 Str +7 Con dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Dmg.mod +8% physical Apr +8 ----- def ----- Armour +13 Fatigue +4% Resists +12% nature +12% acid Disarm- +15% Pinning- +10% Stun/Frz- +5% ---------- misc Infravis +2 Size +1 Heave: Puts all charms on 6 cooldown Level 3.0 Pwr.cost 6 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Sunwedge the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) S.pwr/crit +10 Dmg.mod +15% arcane Res.pen +27% fire Phasing +30% Apr +8 ----- def ----- Armour +5 Fatigue +4% Resists +12% temporal ---------- misc Max.mana +108.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +23% Confus- +20% Stun/Frz- +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glimmerhacker (0 def, 2 armour)1.5 T3 hands armor [Rare] Master While equipped: Stats +7 Str +4 Dex +4 Cun dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Armour +2 Phys.save +11 (+3 eff.) ---------- misc Light +2 Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Gauntlets. But with steam power! |
brawler's dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T3 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Phys.pwr +4 (+1 eff.) Acc +6 (+2 eff.) Apr +8 ----- def ----- Armour +2 Resists +7% blight Phys.save +8 (+2 eff.) Spell.save +10 (+3 eff.) Disarm- +0% ---------- misc Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
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 (-2 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-3 eff.) Acc +0 (+0 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Light +0 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. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature Acc +0 (+0 eff.) ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Light +0 Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Light +0 A Helmet. But with steam power! |
Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+3 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 8/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Hardiness +0% Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 30 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 33.16 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
volcanic drakeskin leather armour of natural resilience (5 def, 19 armour)9.0 T5 light armor [Ego++] Nature/Disrupt While equipped: dps ---------- Melee+ 8 fire Ranged+ 8 fire ----- def ----- Armour +19 Defense +5 (+1 eff.) Fatigue +8% Resists +13% blight +21% physical +16% nature +23% fire D.Red.from +13% Unnatural A suit of armour made of leather. |
Lavablow the steel plate armour (4 def, 23 armour)17.0 T2 massive armor [Random Unique] Master While equipped: dps ---------- Dmg.mod +3% mind +9% fire Res.pen +20% mind Melee Ret 11 physical 4 fire ----- def ----- Armour +23 Hardiness +0% Defense +4 (+1 eff.) Fatigue +22% A suit of armour made of metal plates. |
Monolith Armour (40 def, 50 armour)17.0 T5 massive armor Reqs Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+10 eff.) ----- def ----- Armour +50 Defense +40 (+13 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+8 eff.) Spell.save +35 (+12 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
voratun plate armour 'Isliriatira' (9 def, 26 armour)17.0 T5 massive armor [Random Unique] Arcane/Master While equipped: Stats +10 Str +0 Dex +10 Mag +10 Wil +0 Cun +0 Con dps ---------- Phys.crit +8.0% Spell.crit +10% Mind.crit +10% Phys.pwr +25 (+5 eff.) Spell.pwr +25 (+10 eff.) Mind.pwr +25 (+9 eff.) Dmg.mod +6% blight +15% mind +3% arcane Melee Ret 12 arcane On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +26 Hardiness +0% Defense +9 (+3 eff.) Fatigue +17% Resists +30% acid +3% temporal +19% lightning Phys.save +15 (+4 eff.) A suit of armour made of metal plates. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
384 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 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. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of endurance (dig speed 29 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +5 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
dwarven lantern 'Aeriraba'0.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +17 (+8 eff.) Melee Ret 8 temporal ----- def ----- Phys.save +33 (+8 eff.) Spell.save +20 (+7 eff.) Blind- +15% Disease- +5% ---------- misc Max.stam +20.00 Light +1 Infravis +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 (Mech)1.0 muscle flesh [Plot Item] Nature 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. |
26 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 351/400 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 45] amazing fiery salve [power 45]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 69% cooldown modifier. Remove 3 magical effects and grants a fiery aura (45% fire, light and lightning affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 45] amazing frost salve [power 45]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 69% cooldown modifier. Remove 3 physical effects and grants a frost aura (45% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 646] amazing healing salve [power 646]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 69% cooldown modifier. Heal 646 Puts Talent Medical Injector on 9 cooldown Medical salve. |
amazing pain suppressor salve [power 565] amazing pain suppressor salve [power 565]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 69% cooldown modifier. Let you fight up to -565 life and reduces all damage by 25% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 6 cooldown Activation is instant. Medical salve. |
amazing water salve [power 45] amazing water salve [power 45]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 69% cooldown modifier. Remove 3 mental effects and grants a water aura (45% blight, mind and acid affinity). Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
perfect head lamp0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +25 (+6 eff.) ---------- misc Light +7 Tinkers can be attached to normal items to improve them with steam power! |
12 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
13 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
20 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold
Buy an item from an AAA.By Hellscream the Orc Berserker level 11
28th Retaking 124th year of Ascendancy at 19:54 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Hellscream the Orc Berserker level 12
35th Retaking 124th year of Ascendancy at 21:11 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Hellscream the Orc Berserker level 44
44th Destruction 124th year of Ascendancy at 19:38 see stats
Exterminator
Killed 1000 creatures.By Hellscream the Orc Berserker level 25
23rd Dearth 124th year of Ascendancy at 18:26 see stats
Level 10
Got a character to level 10.By Hellscream the Orc Berserker level 10
24th Retaking 124th year of Ascendancy at 03:20 see stats
Level 20
Got a character to level 20.By Hellscream the Orc Berserker level 20
30th Pain 124th year of Ascendancy at 22:09 see stats
Level 30
Got a character to level 30.By Hellscream the Orc Berserker level 30
23rd Loss 124th year of Ascendancy at 19:33 see stats
Level 40
Got a character to level 40.By Hellscream the Orc Berserker level 40
39th Destruction 124th year of Ascendancy at 19:26 see stats
Level 50
Got a character to level 50.By Hellscream the Orc Berserker level 50
28th Remembrance 125th year of Ascendancy at 14:06 see stats
No Steam, No Palace. No Palace, No Palace!
Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By Hellscream the Orc Berserker level 50
30th Remembrance 125th year of Ascendancy at 20:26 see stats
One Ill Turn Deserves Another
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Hellscream the Orc Berserker level 50
30th Remembrance 125th year of Ascendancy at 20:26 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Hellscream the Orc Berserker level 32
14th Destruction 124th year of Ascendancy at 09:38 see stats
Size is everything
Did over 1500 damage in one attack.By Hellscream the Orc Berserker level 34
20th Destruction 124th year of Ascendancy at 02:10 see stats
Size matters
Did over 600 damage in one attack.By Hellscream the Orc Berserker level 20
49th Pain 124th year of Ascendancy at 23:04 see stats
That was close
Killed your target while having only 1 life left.By Hellscream the Orc Berserker level 26
32nd Dearth 124th year of Ascendancy at 03:40 see stats
The Dead God Rests
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Hellscream the Orc Berserker level 50
40th Remembrance 125th year of Ascendancy at 18:08 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Hellscream the Orc Berserker level 47
14th Remembrance 125th year of Ascendancy at 14:43 see stats
The bigger the better!
Did over 3000 damage in one attack.By Hellscream the Orc Berserker level 37
21st Destruction 124th year of Ascendancy at 20:14 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Hellscream the Orc Berserker level 16
12nd Pain 124th year of Ascendancy at 12:57 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Hellscream the Orc Berserker level 31
13rd Destruction 124th year of Ascendancy at 03:11 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Hellscream the Orc Berserker level 19
29th Pain 124th year of Ascendancy at 15:00 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the east (Amakthel's Mouth)).
Hellscream receives 82 healing.
Hellscream has finished recovering.
Hellscream picks up (g.): wanderer's voratun amulet of soulsearing.
Hellscream no longer revels in blood quite so much.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southeast (Amakthel's Eye)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southeast (Amakthel's Eye)).
Space around you starts to dissolve...
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southeast (Amakthel's Eye)).
Talent Vitality is ready to use.
Space restabilizes around you.
Ran for 2 turns (stop reason: hostile spotted to the east (Amakthel's Eye)).
Berserker Rage's rage subsides!
Resting starts...
Rested for 49 turns (stop reason: all resources and life at maximum).
Hellscream deactivates Berserker Rage.


































































































































