

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: "Save" Talent/Stat Points 1.4.0A tweak to the Minimalist UI, allowing you to right-click on the level-up marker to mark your current unspent points as "saved". Saved points use distinct level-up indicators, allowing you to easily visually distinguish between points you want to spend now and points you want to spend later. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Longer Character Names 1.3.0Increase the enforced maximum character name length from 25 to 50 characters. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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.
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Online Indicator 1.1.0An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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. 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: Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Orcs |
Mode | Normal Roguelike |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 50 / 1453% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 187 (base 60) |
Dexterity | 36 (base 29) |
Constitution | 94 (base 60) |
Magic | 20 (base 10) |
Willpower | 35 (base 10) |
Cunning | 76 (base 60) |
Resources
Life | 1646/1646 |
Steam | 80/80 |
Healing Factor | 1.7512727272727 |
Regeneration | 6.0418909090908 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +105% |
Vision
Sight | 10 |
Lite | 15 |
See Stealth | 10 |
See Invisible | 5 |
ESP Range | 20 |
ESP Kinds | humanoid, giant |
Offense: Mainhand
Damage | 254 |
Accuracy | 50 |
Crit Chance | 69% |
APR | 78 |
Speed | 1.00 |
Offense: Offhand
Damage | 128 |
Accuracy | 50 |
Crit Chance | 69% |
APR | 78 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +26% |
Blight | +35% |
Physical | +73% |
Fire | +54% |
All | +20% |
Offense: Damage Penetration
Nature | +26% |
Physical | +63% |
Fire | +56% |
All | +14% |
Defense: Base
Armour (hardiness) | 102.29230492397 (100%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 70 |
Spell Save | 22 |
Mental Save | 33 |
Defense: Resistances
Acid | + 59%( 74%) |
Blight | + 67%( 74%) |
Physical | + 63%( 74%) |
Cold | + 54%( 74%) |
All | + 47%( 74%) |
Lightning | + 74%( 74%) |
Light | + 63%( 74%) |
Mind | + 60%( 74%) |
Darkness | + 52%( 74%) |
Fire | + 67%( 74%) |
Nature | + 55%( 74%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 43% |
Disarm Resistance | 100% |
Confusion Resistance | 50% |
Knockback Resistance | 100% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 76% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.4 steam per turn. Can be activated for an instant burst of 77 steam. 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 211% efficiency and cooldown mod of 70%. 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 155% efficiency and cooldown mod of 68%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.0 steam per turn. Can be activated for an instant burst of 90 steam. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Overheat Saws |
talent | Melting Point |
talent | Mow Down |
talent | Grinding Shield |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +125% Teleport- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() 1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +8 (+4 eff.) Blind- +26% Confus- +13% ---------- misc Light +7 See.Stealth +10 See.Invis +5 Track: Puts all charms on 40 cooldown Level 6.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 52 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con dps ---------- Acc +25 (+9 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% Silence- +0% ---------- misc Light +7 A Helmet. But with steam power! |
On hands | ![]() 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- +150% ---------- misc Talents +5 Iron Grip Gauntlets. But with steam power! |
Tool | ![]() 3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +11 Str +7 Wil dps ---------- Phys.crit +5.0% Mind.crit +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +14 Str +1 Mag +4 Cun +12 Con dps ---------- Phys.pwr +18 (+3 eff.) ----- def ----- Resists +3% blight +3% fire +1% physical Phys.save +30 (+7 eff.) Mind.save +9 (+4 eff.) Confus- +37% Knockbk- +10% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
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" |
Around neck | ![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +8 (+2 eff.) Dmg.mod +15% blight +9% fire ----- def ----- Armour +5 Defense +9 (+3 eff.) Res.Cap +4% all Phys.save +16 (+4 eff.) Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Steamtech Power 150% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +45 Crit +25.0% Atk.spd 100% Block +103 Melee+ +15 nature +14 temporal On Crit.r2 +9 fire Uses 1.0 Steam While equipped: dps ---------- All.spd +5% Dmg.mod +6% temporal Res.pen +12% nature +13% fire On Hit (Melee): * 15% chance to daze at end of turn * 15% chance to inflict 15% damage reduction * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +15% blight +9% all Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T5 belt armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +5 (+0 eff.) ----- def ----- Resists +9% light +10% darkness A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 steamsaw 1H weapon [Ego++] Master/Steamtech Power 152% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +45 Crit +25.0% Atk.spd 100% Block +98 Uses 1.0 Steam While equipped: Stats +4 Con dps ---------- Phys.pwr +14 (+2 eff.) Dmg.mod +13% physical Res.pen +20% physical Apr +9 ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Disarm- +27% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +9 (+3 eff.) Resists +30% lightning +22% light +20% blight +18% fire +16% nature Stealth +10 HP.reg +2.00 Heal.mod +25% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor [Ego++] Arcane/Master While equipped: Stats +7 Str +10 Mag +6 Wil dps ---------- Phys.crit +8.0% Spell.crit +6% Mind.crit +6% Phys.pwr +19 (+3 eff.) Spell.pwr +25 (+5 eff.) Mind.pwr +18 (+6 eff.) ----- def ----- Armour +28 Defense +5 (+2 eff.) Fatigue +16% Resists +23% lightning +11% physical +13% cold +10% fire +8% acid Crit.dmg- 35.00% A suit of armour made of mail. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 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 136% efficiency and cooldown mod of 96%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 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 150% efficiency and cooldown mod of 80%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 817% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 56 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun ----- def ----- Resists +20% mind Confus- +23% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +14% nature +16% blight Heal.mod +17% Poison- +28% Disease- +20% Cut- +40% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 292 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Wil +9 Mag ----- def ----- Resists +11% physical Crit.dmg- 10.00% ---------- misc Stam/turn +0.80 Light +3 Infravis +3 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% light +15% darkness Blind- +23% Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +14.00% Acc +7 (+3 eff.) Apr +15 ----- def ----- Resists +14% lightning Stun/Frz- +28% Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego++] Nature While equipped: Stats +10 Lck dps ---------- Acc +11 (+4 eff.) ----- def ----- Defense +10 (+4 eff.) Unseen.red 14% Blind- +26% ---------- misc Infravis +4 Sight +2 See.Invis +11 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+6 eff.) Steampwr +40 (+10 eff.) Spell.pwr +40 (+8 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 [Rare] Master While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Crit.dmg- 15.00% ---------- misc Max.stam +20.00 See.Invis +12 Masteries +0.40 Cunning/Survival +0.40 Steamtech/Furnace Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Armour +4 Defense +11 (+4 eff.) Res.Cap +7% all Phys.save +20 (+5 eff.) Blind- +28% ---------- misc Infravis +6 Sight +2 See.Invis +11 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +37% ---------- misc Infravis +5 Sight +2 See.Invis +12 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +10 Str +7 Dex +7 Wil ----- def ----- Blind- +13% ---------- misc Infravis +7 Sight +2 See.Invis +10 Amulets can have magical properties. |
![]() 0.1 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. |
![]() 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 15.04 cold and 21.68 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 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Max.HP +36.00 Disarm- +26% Pinning- +26% Knockbk- +30% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Mind.save +9 (+4 eff.) Confus- +29% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Cun +6 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Max.HP +62.00 HP.reg +1.50 Heal.mod +16% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +8% physical Acc +10 (+4 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +4 Str +7 Con dps ---------- Phys.pwr +10 (+1 eff.) ----- def ----- HP.reg +2.80 Stun/Frz- +22% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: dps ---------- Phys.pwr +11 (+1 eff.) Spell.pwr +17 (+4 eff.) Mind.pwr +12 (+4 eff.) Melee+ 50 light Ranged+ 36 light Dmg.mod +6% all On Hit (Melee): * 14% chance to blind On Hit (Ranged): * 21% chance to blind Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +16 (+2 eff.) Spell.pwr +13 (+3 eff.) Mind.pwr +16 (+5 eff.) Dmg.mod +6% all ----- def ----- Max.HP +88.00 HP.reg +1.10 Heal.mod +27% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +6 Cun +5 Mag dps ---------- Spell.pwr +9 (+2 eff.) ----- def ----- Max.HP +62.00 HP.reg +1.20 Heal.mod +23% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: Stats +8 Con ----- def ----- Phys.save +16 (+4 eff.) Max.HP +87.00 HP.reg +1.70 Heal.mod +21% Rings can have magical properties. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature/Disrupt Power 171% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +13 nature +40 insidious poison On Hit: * 25% chance to remove a magical effect Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon [Rare] Nature Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Phasing +30% Melee+ +42 insidious poison While equipped: Stats +3 Str +7 Wil dps ---------- Spell.crit +3% S.pwr/crit +6 ----- def ----- Max.HP +20.00 Heal.mod +20% Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Rare] Psionic Power 157% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +19 darkness Against +10% Living While equipped: dps ---------- Dmg.mod +15% fire ----- def ----- Resists +9% cold +6% light +6% darkness Spell.save +30 (+15 eff.) Die.at -80.00 life Blind- +10% Disease- +20% Confus- +15% Blunt and deadly. |
![]() 14.0 T4 heavy armor [Ego++] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 6 light ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +16% Resists +19% blight +7% cold +21% darkness +5% acid ---------- misc Light +1 Breathe water A suit of armour made of mail. |
![]() 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 Defense +10 (+4 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Crit.dmg- 0.00% Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 42.96 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. |
![]() 14.0 T5 heavy armor [Random Unique] Master While equipped: Stats +6 Str +5 Con dps ---------- Res.pen +5% blight Phasing +40% Melee Ret 16 physical ----- def ----- Armour +24 Defense +5 (+2 eff.) Fatigue +16% Crit.dmg- 0.00% Spell.save +12 (+6 eff.) Max.HP +100.00 ---------- misc Vim/s.crit +2.00 A suit of armour made of mail. |
![]() 17.0 T5 massive armor [Ego+] Arcane/Psionic While equipped: Stats +7 Con ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +35% Resists +8% mind +9% fire -17% light +9% darkness Phys.save +6 (+1 eff.) Spell.save +5 (+3 eff.) Mind.save +27 (+11 eff.) A suit of armour made of metal plates. |
![]() 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+7 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+0 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +0% lightning +15% cold Phys.save +10 (+2 eff.) Stun/Frz- +0% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() 2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +12% nature +12% blight Phys.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Die.at -50.00 life HP.reg +1.00 Heal.mod +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+0 eff.) ----- def ----- Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 266 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. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Res.pen +25% arcane Phasing +40% Melee Ret 16 blight ----- def ----- Armour +13 Defense +3 (+1 eff.) Resists +5% arcane +26% cold Spell.save +30 (+15 eff.) 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 feet armor [Random Unique] Master While equipped: Stats +4 Str +5 Dex +3 Cun +10 Con +11 Lck dps ---------- Dmg.mod +8% physical On Melee Ret: * 33% chance to disease * 44% chance to inflict 15% damage reduction ----- def ----- Armour +5 Fatigue +5% Resists +6% blight +3% physical +3% temporal Phys.save +12 (+3 eff.) Mind.save +18 (+8 eff.) Stealth +13 ---------- misc Size +1 Heave: Puts all charms on 10 cooldown Level 3.0 Pwr.cost 10 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. A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +12 (+4 eff.) Fatigue +3% Phys.save +0 (+0 eff.) Silence- +31% Confus- +20% Pinning- +0% Stun/Frz- +34% Knockbk- +0% Teleport- +0% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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! |
![]() 1.5 T5 hands armor [Rare] Master While equipped: dps ---------- Phys.crit +15.0% Spell.crit +14% Mind.crit +20% Crit.mult +15.00% On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Resists +12% darkness +12% acid Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 (+13 eff.) Apr +15 ----- def ----- Defense +15 (+5 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery 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. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-4 eff.) ----- def ----- Defense -10 (-5 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 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +8 Dex +6 Wil +8 Con dps ---------- Phys.pwr +18 (+3 eff.) Dmg.mod +9% light Acc +0 (+0 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +23% darkness +14% physical Phys.save +31 (+8 eff.) Die.at -40.00 life ---------- misc Light +0 Infravis +7 A cap made of leather. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning 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. |
![]() 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. |
![]() 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. |
![]() 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 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 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 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. |
![]() 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 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
![]() 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. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +4 Wil +7 Mag dps ---------- Dmg.mod +12% mind ----- def ----- Fatigue -8% Max.HP +57.00 ---------- misc Light +6 See.Invis +21 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +10.0% Res.pen +15% light Acc +8 (+3 eff.) ----- def ----- Phys.save +36 (+9 eff.) Max.HP +55.00 ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 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 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 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 37] powerful fiery salve [power 37]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 211% efficiency and 70% cooldown modifier. Remove 2 magical effects and grants a fiery aura (37% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 37] powerful frost salve [power 37]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 211% efficiency and 70% cooldown modifier. Remove 2 physical effects and grants a frost aura (37% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great water salve [power 43] great water salve [power 43]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 211% efficiency and 70% cooldown modifier. Remove 2 mental effects and grants a water aura (43% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 49] amazing fiery salve [power 49]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 211% efficiency and 70% cooldown modifier. Remove 3 magical effects and grants a fiery aura (49% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 49] amazing frost salve [power 49]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 211% efficiency and 70% cooldown modifier. Remove 3 physical effects and grants a frost aura (49% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 699] amazing healing salve [power 699]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 211% efficiency and 70% cooldown modifier. Heal 699 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing water salve [power 49] amazing water salve [power 49]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 211% efficiency and 70% cooldown modifier. Remove 3 mental effects and grants a water aura (49% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 50 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
![]() 2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+4 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 308/400 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. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% blight Res.pen +5% light Melee Ret 20 blight On Melee Ret: * 20% chance to disease * 36% chance to inflict 15% damage reduction ----- def ----- Resists +6% blight ---------- misc Talents +3 Telekinetic Blast +3 Silence Cooldown Silence -1 Fire a blast of psionic energies in a range 7 beam dealing 149.40 to 298.80 mind damage Puts all charms on 6 cooldown 100% to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Crit.mult +25.00% Phasing +20% ----- def ----- Spell.save +9 (+5 eff.) ---------- misc Max.mana +100.00 Reveal the area around you, dispelling darkness (radius 14, power 49 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 8 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Mystery Meat the Orc Sawbutcher level 9
27th Retaking 124th year of Ascendancy at 07:55 see stats
By Mystery Meat the Orc Sawbutcher level 12
35th Retaking 124th year of Ascendancy at 18:39 see stats
By Mystery Meat the Orc Sawbutcher level 49
25th Loss 124th year of Ascendancy at 16:25 see stats
By Mystery Meat the Orc Sawbutcher level 50
28th Destruction 124th year of Ascendancy at 03:24 see stats
By Mystery Meat the Orc Sawbutcher level 29
21st Revenge 124th year of Ascendancy at 14:05 see stats
By Mystery Meat the Orc Sawbutcher level 10
27th Retaking 124th year of Ascendancy at 15:18 see stats
By Mystery Meat the Orc Sawbutcher level 20
8th Revenge 124th year of Ascendancy at 03:02 see stats
By Mystery Meat the Orc Sawbutcher level 30
22nd Revenge 124th year of Ascendancy at 06:32 see stats
By Mystery Meat the Orc Sawbutcher level 40
20th Dearth 124th year of Ascendancy at 04:28 see stats
By Mystery Meat the Orc Sawbutcher level 50
50th Loss 124th year of Ascendancy at 08:57 see stats
By Mystery Meat the Orc Sawbutcher level 23
9th Revenge 124th year of Ascendancy at 21:58 see stats
By Mystery Meat the Orc Sawbutcher level 48
7th Loss 124th year of Ascendancy at 15:50 see stats
By Mystery Meat the Orc Sawbutcher level 50
21st Destruction 124th year of Ascendancy at 03:10 see stats
By Mystery Meat the Orc Sawbutcher level 48
7th Loss 124th year of Ascendancy at 15:50 see stats
By Mystery Meat the Orc Sawbutcher level 30
23rd Revenge 124th year of Ascendancy at 15:53 see stats
By Mystery Meat the Orc Sawbutcher level 43
2nd Loss 124th year of Ascendancy at 17:00 see stats
By Mystery Meat the Orc Sawbutcher level 31
27th Pain 124th year of Ascendancy at 01:08 see stats
By Mystery Meat the Orc Sawbutcher level 50
9th Remembrance 125th year of Ascendancy at 05:55 see stats
By Mystery Meat the Orc Sawbutcher level 49
50th Loss 124th year of Ascendancy at 08:57 see stats
By Mystery Meat the Orc Sawbutcher level 39
20th Dearth 124th year of Ascendancy at 02:29 see stats
By Mystery Meat the Orc Sawbutcher level 50
15th Destruction 124th year of Ascendancy at 00:21 see stats
By Mystery Meat the Orc Sawbutcher level 24
11st Revenge 124th year of Ascendancy at 16:48 see stats
By Mystery Meat the Orc Sawbutcher level 50
12nd Remembrance 125th year of Ascendancy at 21:05 see stats
By Mystery Meat the Orc Sawbutcher level 34
49th Pain 124th year of Ascendancy at 09:44 see stats
By Mystery Meat the Orc Sawbutcher level 18
2nd Revenge 124th year of Ascendancy at 17:36 see stats
Log
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Saving done.
Rotting Disease from Mecharachnid destroyer hits Ancient Automated Archive (defensive items) for 6 blight damage.
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Rotting Disease from Mecharachnid destroyer hits Ancient Automated Archive (defensive items) for 6 blight damage.
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Rotting Disease from Mecharachnid destroyer hits Ancient Automated Archive (defensive items) for 6 blight damage.
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Rotting Disease from Mecharachnid destroyer hits Ancient Automated Archive (defensive items) for 6 blight damage.
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Rotting Disease from Mecharachnid destroyer hits Ancient Automated Archive (defensive items) for 6 blight damage.
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Rotting Disease from Mecharachnid destroyer hits Ancient Automated Archive (defensive items) for 6 blight damage.
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Ancient Automated Archive (defensive items) is free from the rotting disease.
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Mystery Meat deactivates Grinding Shield.
Mystery Meat deactivates Mow Down.
Mystery Meat deactivates Melting Point.
Mystery Meat deactivates Tempest of Metal.
Mystery Meat deactivates Overheat Saws.
Mystery Meat deactivates Furnace.