















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows 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!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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Whitehoof |
Class | Adventurer |
Level / Exp | 50 / 652% |
Size | big |
Lifes / Deaths | Killed by Automated Defense System at level 31 on the 41st Pain 124th year of Ascendancy at 05:36 4 / 3Killed by retaliator of Atmos at level 32 on the 41st Pain 124th year of Ascendancy at 21:56 Killed by Chamyromisin at level 48 on the 9th Destruction 124th year of Ascendancy at 13:28 |
Primary Stats
Strength | 50 (base 12) |
Dexterity | 68 (base 39) |
Constitution | 57 (base 46) |
Magic | 103 (base 60) |
Willpower | 41 (base 15) |
Cunning | 105 (base 60) |
Resources
Mana | 259/259 |
Psi | 111/111 |
Vim | 327/327 |
Life | 1720/1720 |
Paradox | 300 |
Steam | 100/100 |
Healing Factor | 1.3105726872246 |
Regeneration | 0.32764317180615 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +130% |
Spell | 0% |
Global | +149% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 8 |
See Stealth | 20 |
See Invisible | 21 |
ESP Range | 20 |
ESP Kinds | humanoid, giant |
Offense: Mainhand
Damage | 139 |
Accuracy | 44 |
Crit Chance | 46% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 139 |
Accuracy | 44 |
Crit Chance | 46% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 67 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Nature | +38% |
Light | +25% |
Mind | +36% |
Blight | +29% |
Physical | +63% |
Fire | +75% |
All | +20% |
Offense: Damage Penetration
Light | +22% |
Nature | +45% |
Physical | +37% |
Fire | +62% |
All | +12% |
Defense: Base
Armour (hardiness) | 49 (30%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 15 |
Physical Save | 41 |
Spell Save | 62 |
Mental Save | 62 |
Defense: Resistances
Nature | + 51%( 70%) |
Darkness | + 57%( 70%) |
Light | + 60%( 70%) |
Cold | + 60%( 70%) |
Blight | + 42%( 70%) |
Mind | + 53%( 70%) |
Fire | + 41%( 70%) |
All | + 38%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Stun Resistance | 0% |
Pinning Resistance | 50% |
Disarm Resistance | 90% |
Poison Resistance | 100% |
Blind Resistance | 76% |
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 109% efficiency and cooldown mod of 61%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 398 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 486 damage for 3 turns. Its effects scale with your Constitution 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 103% efficiency and cooldown mod of 69%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.5 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Magic stat. |
Class Talents
Psionic / Absorption | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Furnace | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Steamtech / Gunner training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Chronomancy / Spacetime Weaving | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Chant of Fortitude |
talent | Melting Point |
talent | Kinetic Shield |
talent | Furnace |
talent | Thermal Shield |
talent | Essence of Speed |
talent | Weapon Folding |
talent | Shielding |
talent | Beyond the Flesh |
beneficial effect | You have 6 charges. Death Momentum |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
Psionic focus | ![]() 4.0 T5 steamgun 1H weapon [Ego++] Nature/Psionic/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +48 Crit +20.0% Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +26 nature +12 mind Uses 2.0 Steam While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +16% mind Res.pen +13% nature ----- def ----- Resists +5% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Quiver | ![]() 3.0 T5 shot ammo [Ego+] Psionic Power 53.5 - 64.2 Physical Uses 50% Mag, 92% Cun Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 22 On Hit: * 25% chance to put talents on cooldown While equipped: ---------- misc Talents +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
On hands | ![]() 1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Dex +4 Mag +4 Wil +4 Cun +4 Con dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +2 Crit.dmg- 15.00% Disarm- +90% ---------- misc Light +3 Infravis +3 Talents +4 Iron Grip Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 1.0 T5 lite [Ego++] Master/Psionic While equipped: dps ---------- Res.pen +12% all Apr +11 ----- def ----- Defense +12 (+4 eff.) Phys.save +17 (+6 eff.) Spell.save +17 (+4 eff.) Mind.save +16 (+4 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +14 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+2 eff.) Mov.spd +10% Melee+ 15 phys.bleed Acc +0 (+0 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness Mind.save +15 (+3 eff.) ---------- misc Light +0 Masteries +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. |
On feet | ![]() 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 (+3 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Tool | ![]() 2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 A hypospray full of ...something. There is no telling what you're injecting yourself with. |
On fingers | ![]() 0.1 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" |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% nature +9% blight Res.pen +20% nature Melee Ret 16 nature 8 blight ----- def ----- Resists +6% nature +6% blight Blind- +32% ---------- misc Infravis +5 See.Stealth +20 See.Invis +21 Rings can have magical properties. |
Around neck | ![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag dps ---------- S.pwr/crit +6 Melee Ret 12 blight On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +23% light +20% darkness Spell.save +35 (+9 eff.) Blind- +44% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
In main hand | ![]() 4.0 T5 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +48 Crit +20.0% Atk.spd 100% Range +10 Proj.spd +600% Dmg.conv 33% temporal On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +18% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T5 belt armor [Ego+] Nature/Master While equipped: Stats +4 Str +5 Dex +6 Wil +5 Cun dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Phys.save +12 (+4 eff.) Spell.save +29 (+7 eff.) Mind.save +10 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 4.0 T5 steamgun 1H weapon [Ego++] Arcane/Nature/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +48 Crit +20.0% Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +19 fire Dmg.conv 43% temporal On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- All.spd +4% Res.pen +10% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 60 ice ----- def ----- Defense +12 (+4 eff.) Resists -15% fire +40% cold +15% nature +8% all Release a radius 4 chilling blast, instantly dealing 460.80 cold damage and condensing the air into freezing vapors that deal 153.60 cold damage (based on Magic) each turn for 10 turns. Uses 30 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Main armor | ![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire 30 physical ----- def ----- Armour +24 Defense +15 (+5 eff.) Fatigue +1% Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.4 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 267.90 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
![]() 0.1 T1 implant scroll [Normal] 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 108% efficiency and cooldown mod of 58%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.1 steam per turn. Can be activated for an instant burst of 30 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 417 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+8 eff.) Steampwr +40 (+11 eff.) Spell.pwr +40 (+10 eff.) Mind.pwr +40 (+13 eff.) May understand old Sher'Tul language. When worn, gives you an additional prodigy point. "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." |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Armour +6 Defense +8 (+3 eff.) Res.Cap +4% all Phys.save +7 (+2 eff.) Blind- +33% ---------- misc Infravis +5 Sight +2 See.Invis +9 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Crit.mult +11.00% Spell.pwr +8 (+2 eff.) Dmg.mod +6% blight +6% fire ----- def ----- Fatigue -4% HP.reg +0.90 Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 15 bleed Ranged+ 14 bleed Dmg.mod +15% mind +9% lightning Res.pen +15% mind Melee Ret 20 lightning On Hit (Melee): * 30% chance to daze at end of turn * 16% chance to cause random gloom On Hit (Ranged): * 16% chance to cause random gloom ----- def ----- Resists +12% lightning ---------- misc Hate/m.crit +3.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 16.11 cold and 21.88 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Acc +12 (+4 eff.) Apr +12 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 110% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+1 eff.) HP.reg +0.90 Stun/Frz- +22% Rings can have magical properties. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Steamtech Power 30.0 - 48.0 Phys.bleed Uses 72% Wil, 50% Mag 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. |
![]() 4.0 T5 steamgun 1H weapon [Ego] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Crit +0.0% Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +15% physical Res.pen +19% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +25.00% Mind.pwr +2 (+0 eff.) ----- def ----- Resists +7% fire +8% cold ---------- misc Max.hate +2.00 Max.psi +50.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Arcane While equipped: ----- def ----- Resists +9% darkness +12% light +9% blight +9% mind +5% arcane +12% nature Mind.save +20 (+5 eff.) Die.at -80.00 life Poison- +10% A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% mind Res.pen +25% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +0% nature +16% cold Heal/summ +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +4.0% Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +4% all Melee Ret 30 mind ----- def ----- Defense +14 (+5 eff.) Resists +10% darkness +0% cold +10% mind +0% nature Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Masteries +0.20 Cursed/Gloom +0.20 Cursed/Darkness Creeping Darkness: Level 4.0 Pwr.cost 18 out of 18/18. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 34.09 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() 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! |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-4 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+5 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+4 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
![]() 3.0 T3 head armor [Ego] Master While equipped: Stats +0 Cun +5 Con ----- def ----- Armour +4 Fatigue +4% Mind.save +0 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +5% cold ---------- misc Breathe water A hat made of leather. Very stylish. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 3.0 T5 digger tool [Ego+] Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +10% mind +10% fire ----- def ----- Mind.save +9 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +9 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Phys.save +7 (+2 eff.) Heal.mod +13% ---------- misc Equi/ret +0.24 Light +2 Infravis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (97 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 lore [Normal] Read it. An advertisement poster. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 885.50 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing frost salve [power 24] amazing frost salve [power 24]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 109% efficiency and 61% cooldown modifier. Remove 3 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 341] amazing healing salve [power 341]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 109% efficiency and 61% cooldown modifier. Heal 341 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing water salve [power 24] amazing water salve [power 24]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 109% efficiency and 61% cooldown modifier. Remove 3 mental effects and grants a water aura (24% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 246] powerful healing salve [power 246]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 109% efficiency and 61% cooldown modifier. Heal 246 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 246] powerful healing salve [power 246]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 109% efficiency and 61% cooldown modifier. Heal 246 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Mag, 92% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target While equipped: These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 3.0 T4 shot ammo [Ego++] Nature/Psionic Power 44.0 - 52.8 Physical Uses 50% Mag, 92% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 18 Ranged+ +8 darkness +10 gravity Against +15% Living On Hit: * 10% chance to crush the target Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Disrupt/Master Power 56.5 - 67.8 Physical Uses 50% Mag, 92% Cun Acc+ +0.1% dam / acc Apr +6 Crit +18.0% Capacity 22 Ranged+ +13 manaburn arcane On Crit: * burns latent spell energy * cripple the target Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Rare] Master Power 53.0 - 63.6 Physical Uses 50% Mag, 92% Cun Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 53 Ranged+ +24 mind +4 acid On Hit.r1 +16 mind On Crit.r2 +8 mind +12 acid While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 0.0 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. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+1 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
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
By Chamyromisin the Whitehoof Adventurer level 3
11st Retaking 124th year of Ascendancy at 10:40 see stats
By Chamyromisin the Whitehoof Adventurer level 11
41st Retaking 124th year of Ascendancy at 20:36 see stats
By Chamyromisin the Whitehoof Adventurer level 41
20th Loss 124th year of Ascendancy at 04:53 see stats
By Chamyromisin the Whitehoof Adventurer level 26
50th Revenge 124th year of Ascendancy at 10:51 see stats
By Chamyromisin the Whitehoof Adventurer level 10
38th Retaking 124th year of Ascendancy at 11:36 see stats
By Chamyromisin the Whitehoof Adventurer level 20
39th Revenge 124th year of Ascendancy at 17:54 see stats
By Chamyromisin the Whitehoof Adventurer level 30
37th Pain 124th year of Ascendancy at 09:34 see stats
By Chamyromisin the Whitehoof Adventurer level 40
32nd Dearth 124th year of Ascendancy at 06:01 see stats
By Chamyromisin the Whitehoof Adventurer level 50
9th Destruction 124th year of Ascendancy at 21:08 see stats
By Chamyromisin the Whitehoof Adventurer level 36
29th Dearth 124th year of Ascendancy at 18:41 see stats
By Chamyromisin the Whitehoof Adventurer level 49
9th Destruction 124th year of Ascendancy at 21:08 see stats
By Chamyromisin the Whitehoof Adventurer level 36
20th Dearth 124th year of Ascendancy at 12:20 see stats
By Chamyromisin the Whitehoof Adventurer level 46
8th Destruction 124th year of Ascendancy at 06:53 see stats
By Chamyromisin the Whitehoof Adventurer level 30
37th Pain 124th year of Ascendancy at 18:00 see stats
By Chamyromisin the Whitehoof Adventurer level 50
16th Destruction 124th year of Ascendancy at 18:01 see stats
By Chamyromisin the Whitehoof Adventurer level 44
45th Loss 124th year of Ascendancy at 15:17 see stats
By Chamyromisin the Whitehoof Adventurer level 45
50th Loss 124th year of Ascendancy at 10:30 see stats
By Chamyromisin the Whitehoof Adventurer level 47
8th Destruction 124th year of Ascendancy at 22:08 see stats
By Chamyromisin the Whitehoof Adventurer level 20
40th Revenge 124th year of Ascendancy at 10:57 see stats
By Chamyromisin the Whitehoof Adventurer level 50
17th Destruction 124th year of Ascendancy at 06:50 see stats
By Chamyromisin the Whitehoof Adventurer level 40
35th Dearth 124th year of Ascendancy at 02:34 see stats
By Chamyromisin the Whitehoof Adventurer level 26
50th Revenge 124th year of Ascendancy at 06:26 see stats
Log
Today is the 30th Destruction of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Rested for 223 turns (stop reason: all resources and life at maximum).
Lava floor hits Chamyromisin for (9 to psi shield), (7 resist armour), 0 fire (0 total damage).
Lava floor hits Chamyromisin for (8 to psi shield), (7 resist armour), 0 fire (0 total damage).
There is a Stair to the ruins here (press '' or right click to use).
Ran for 54 turns (stop reason: at exit).
There is a ladder to the previous level here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the next level here (press '' or right click to use).
Ran for 68 turns (stop reason: at exit).
There is a Stair to the cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Chamyromisin deactivates Essence of Speed.
Chamyromisin deactivates Thermal Shield.
Chamyromisin deactivates Melting Point.
Chamyromisin deactivates Chant of Fortitude.
Chamyromisin deactivates Shielding.
Chamyromisin deactivates Furnace.
Chamyromisin deactivates Kinetic Shield.
Chamyromisin deactivates Weapon Folding.
Chamyromisin deactivates Beyond the Flesh.