














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
|
Campaign | Orcs |
Mode | Insane Adventure |
Sex | Male |
Race | Whitehoof |
Class | Adventurer |
Level / Exp | 50 / 1058% |
Size | medium |
Lifes / Deaths | Killed by Isenn the troll guard at level 15 on the 8th Revenge 124th year of Ascendancy at 05:13 2 / 5Killed by Hollow at level 20 on the 20th Revenge 124th year of Ascendancy at 08:50 Killed by Poramilaith the tiger at level 31 on the 34th Pain 124th year of Ascendancy at 09:02 Killed by steam giant flameshot at level 46 on the 30th Remembrance 125th year of Ascendancy at 23:12 Killed by Hollow at level 50 on the 48th Remembrance 125th year of Ascendancy at 07:23 |
Primary Stats
Strength | 58 (base 28) |
Dexterity | 21 (base 12) |
Constitution | 33 (base 12) |
Magic | 80 (base 60) |
Willpower | 75 (base 60) |
Cunning | 88 (base 60) |
Resources
Mana | 469/469 |
Psi | 536/536 |
Steam | 100/100 |
Life | 1064/1064 |
Positive | 0/177 |
Stamina | 390/390 |
Paradox | 300 |
Healing Factor | 1.1699507389163 |
Regeneration | 0.29248768472909 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +180% |
Vision
Sight | 10 |
Lite | 18 |
Infravision | 9 |
See Stealth | 49 |
See Invisible | 70 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 153 |
Accuracy | 62 |
Crit Chance | 64% |
APR | 35 |
Speed | 1.00 |
Offense: Offhand
Damage | 78 |
Accuracy | 59 |
Crit Chance | 62% |
APR | 69 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Blight | +12% |
Arcane | +12% |
Cold | +20% |
All | 0% |
Lightning | +18% |
Light | +29% |
Temporal | +9% |
Physical | +23% |
Fire | +19% |
Mind | +5% |
Offense: Damage Penetration
Mind | +20% |
Acid | +10% |
Light | +15% |
Cold | +7% |
Blight | +50% |
Physical | +49% |
Fire | +17% |
All | 0% |
Defense: Base
Armour (hardiness) | 81.5 (95%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 16 |
Physical Save | 60.4 |
Spell Save | 54 |
Mental Save | 70 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 40%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 29%( 70%) |
All | + 15%( 70%) |
Lightning | + 53%( 70%) |
Light | + 25%( 70%) |
Temporal | + 30%( 70%) |
Physical | + 31%( 70%) |
Darkness | + 36%( 70%) |
Fire | + 58%( 70%) |
Mind | + 26%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 30% |
Poison Resistance | 100% |
Blind Resistance | 53% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (3/3)
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 166% efficiency and cooldown mod of 54%. Its effects scale with your Cunning 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 147% efficiency and cooldown mod of 58%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.3 steam per turn. Can be activated for an instant burst of 72 steam. |
Class Talents
Psionic / Absorption | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Psytech gunnery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Solipsism | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Magical combat | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Chronomancy / Spacetime Weaving | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Beyond the Flesh |
talent | Arcane Combat |
talent | Weapon Folding |
talent | Essence of Speed |
talent | Energy Decomposition |
talent | Chant of Fortress |
talent | Kinetic Shield |
beneficial effect | The target is near a font of life, granting +0.00 life regeneration, +0.00 equilibrium regeneration, +0.00 stamina regeneration and +0.00 psi regeneration. (Only living creatures benefit.) Font of Life |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+35% global speed). Clarity |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
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. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * 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 T4 steamgun 1H weapon Reqs Dex 35 [Rare] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% On Hit: * 20% chance to blind * splashes acid on your target dealing 56 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +6 Cun +4 Con dps ---------- Res.pen +15% light +37% physical ----- def ----- Fatigue -8% Resists +3% light ---------- misc Stam/turn +0.20 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This item has been sent to the Item's Vault. |
Quiver | ![]() 3.0 T5 shot ammo Reqs Dex 48 [Random Unique] Nature/Psionic Power 56.5 - 67.8 Physical Uses 50% Mag, 116% Cun Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 21 Ranged+ +17 temporal +70 physical +8 fire +15 nature On Hit.r1 +4 fire On Hit: * Slows global speed by 40% * 10% chance to knock the target back While equipped: ---------- misc Talents +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
On hands | ![]() 1.5 T3 hands armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Melee+ 8 lightning 8 mind Dmg.mod +6% lightning +5% mind +6% light On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +6 Resists +9% lightning +7% mind Mind.save +7 (+2 eff.) Max.HP +42.00 Disarm- +100% ---------- misc Talents +5 Iron Grip Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +6 (+2 eff.) S.pwr/crit +4 Dmg.mod +23% light +3% blight Res.pen +20% blight ----- def ----- Resists +15% blight +13% darkness +3% light Mind.save +14 (+4 eff.) Blind- +38% Confus- +30% ---------- misc Light +15 Infravis +6 See.Stealth +49 See.Invis +64 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 22 blight damage or heals 29 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor [Rare] Nature While equipped: Stats +7 Str +7 Wil +10 Cun dps ---------- Crit.mult +9.00% Phys.pwr +12 (+2 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +15% physical Res.pen +20% mind Acc +6 (+2 eff.) ----- def ----- Armour +9 Fatigue +5% Resists +11% physical Phys.save +21 (+5 eff.) Mind.save +27 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Phys.save +15 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Stealth +0 Max.HP +80.00 Pinning- +25% Stun/Frz- +40% Knockbk- +25% Teleport- +100% ---------- misc Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. This item has been sent to the Item's Vault. |
Tool | ![]() 2.0 T5 totem charm [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +12% acid +9% darkness +15% blight +9% fire +6% mind +5% arcane Crit.dmg- 17.00% Disarm- +20% Stun/Frz- +10% ---------- misc Wards +5 acid +4 nature +5 light Talents +1 Ward Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Master While equipped: Stats +8 Str +7 Con dps ---------- Phys.pwr +11 (+2 eff.) Acc +11 (+3 eff.) Apr +14 On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +15 (+7 eff.) Resists +3% acid +3% lightning +3% darkness +6% light Phys.save +13 (+3 eff.) Spell.save +9 (+2 eff.) Mind.save +13 (+4 eff.) Blind- +15% 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 108% 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. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex ----- def ----- Resists +14% fire +16% cold Crit.dmg- 15.00% ---------- misc Light +3 See.Invis +6 Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
In main hand | ![]() 4.0 T5 steamgun 1H weapon Reqs Dex 48 [Ego++] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% On Hit: * injects a simple virus dealing 97 blight damage on hit and lowering the victims highest stat Uses 2.0 Steam While equipped: dps ---------- Phys.crit +9.0% Res.pen +9% physical Phasing +51% Acc +15 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +6 Dex +5 Wil +8 Cun +3 Con dps ---------- Phys.crit +15.0% Mind.crit +9% Mind.pwr +12 (+3 eff.) On Hit (Melee): * 33% chance to daze at end of turn ----- def ----- Defense +0 (+0 eff.) Resists +3% lightning Crit.dmg- 5.00% Phys.save +15 (+3 eff.) Mind.save +15 (+4 eff.) Proj.slow +0% Max.HP +94.00 ---------- misc Infravis +3 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature This natural mindstar calls for a summoner. Power 15.5 - 17.1 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * applies a stacking poison dealing 38 damage per turn While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +12% acid +7% fire +8% cold +8% physical Res.pen +10% acid +7% fire +7% cold +3% physical Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +8% Crit.mult +15.00% Spell.pwr +12 (+3 eff.) S.pwr/crit +12 Dmg.mod +9% blight +9% temporal Res.pen +30% blight On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning +18% temporal Stun/Frz- +50% ---------- misc Mana/turn +0.12 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 [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Con dps ---------- Mind.crit +6% Res.pen +10% fire ----- def ----- Armour +20 Hardiness +0% Defense +5 (+2 eff.) Fatigue +16% Resists +9% arcane +28% fire Crit.dmg- 35.00% Spell.save +19 (+6 eff.) Mind.save +20 (+5 eff.) Max.HP +72.00 ---------- misc Max.hate +2.00 Max.psi +10.00 A suit of armour made of mail. |
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 85% efficiency and cooldown mod of 60%. 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 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 145% efficiency and cooldown mod of 62%. 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 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 107% efficiency and cooldown mod of 57%. Its effects scale with your Dexterity stat. 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 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 63.14 nature damage per turn for 7 turns, and reducing the target's healing received by 25%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 591% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 359 life over 5 turns. Its effects scale with your Willpower 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 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+7 eff.) Steampwr +40 (+13 eff.) Spell.pwr +40 (+10 eff.) Mind.pwr +40 (+10 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 T4 amulet jewelry [Rare] Master While equipped: Stats +7 Dex +9 Cun +9 Con dps ---------- Mov.spd +10% Dmg.mod +30% lightning Melee Ret 8 acid 16 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Fatigue -8% Resists +6% acid +18% lightning HP.reg +1.20 ---------- misc Stam/turn +1.20 Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +7 Con ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Resists +6% lightning Crit.dmg- 15.00% Phys.save +14 (+3 eff.) Spell.save +12 (+3 eff.) Disease- +10% Confus- +25% Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +6 Cun dps ---------- Mind.crit +3% Mind.pwr +10 (+2 eff.) ----- def ----- Armour +6 Resists +15% blight +24% cold +14% nature +9% lightning Poison- +30% Disease- +27% ---------- misc Max.psi +40.00 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 80 power out of 100/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: 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? |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +11 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +16% lightning +9% fire +12% acid ----- def ----- Resists +32% lightning +9% fire +9% acid Mind.save +11 (+3 eff.) Confus- +24% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Mind.save +8 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Mind.save +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Phys.save +7 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Str +2 Mag +4 Wil +2 Cun +3 Con dps ---------- Dmg.mod +30% fire ----- def ----- Resists +24% fire Crit.dmg- 15.00% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Mag dps ---------- Spell.crit +2% Phasing +40% On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Spell.save +15 (+4 eff.) HP.reg +1.20 Stun/Frz- +32% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 Max.mana +40.00 Rings can have magical properties. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Nature/Master Power 38.0 - 49.4 Physical Uses 42% Wil, 50% Mag, 42% Cun Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 nature +9 temporal While equipped: dps ---------- Acc +11 (+3 eff.) ----- def ----- Defense +12 (+6 eff.) Disarm- +32% Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Master Power 82.5 - 123.8 Physical Uses 113% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +20 temporal On Hit.r1 +8 temporal While equipped: dps ---------- Dmg.mod +9% darkness +15% temporal Res.pen +15% temporal On Hit (Melee): * 30% chance to inflict 15% damage reduction Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego] Nature Power 65.5 - 98.3 Physical Uses 113% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +21 nature +13 temporal Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Psionic Power 63.5 - 101.6 Physical Uses 113% Wil, 50% Mag Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to torment the target While equipped: dps ---------- Res.pen +16% mind +14% darkness Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +18 acid On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * 40% chance to cause random gloom While equipped: dps ---------- Phys.crit +20.0% Dmg.mod +33% acid +32% physical +9% mind +6% arcane Res.pen +33% physical Acc +20 (+5 eff.) ----- def ----- Resists +9% mind Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Ego] Arcane Power 42.0 - 58.8 Physical Uses 94% Wil, 50% Mag Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +13 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, long, and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature Power 18.0 - 19.8 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 mind On Crit.r2 +20 acid On Hit: * 44% chance to corrode armour by 30% While equipped: Stats +2 Cun dps ---------- Mind.crit +5% Phys.pwr +8 (+1 eff.) Mind.pwr +16 (+4 eff.) ----- def ----- Armour +4 Die.at -40.00 life Heal.mod +30% Heal/summ +60 ---------- misc Stam/turn +0.40 Max.stam +10.00 Max.hate +6.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature Power 17.5 - 19.3 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +2% blight Disease- +13% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature Power 16.5 - 18.2 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +5% nature ----- def ----- Resists +6% blight Disease- +20% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +5% Spell.pwr +24 (+6 eff.) Dmg.mod +30% darkness ---------- misc Max.mana +77.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T3 steamgun 1H weapon Reqs Dex 30 [Unique] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Dmg.mult 100% Range +7 Proj.spd +600% Against +25% Undead On Crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
![]() 4.0 T5 steamgun 1H weapon Reqs Dex 48 [Normal] Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Psyshot Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 94% Wil, 50% Mag Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 111% Block +48 Uses 1.0 Steam While equipped: Stats +4 Dex +3 Mag dps ---------- Dmg.mod +30% arcane +15% lightning Acc +9 (+2 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Mana/turn +0.16 Talents +2 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! |
![]() 3.0 T1 waraxe 1H weapon [Ego++] Master Power 11.5 - 16.1 Physical Uses 94% Wil, 50% Mag Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 111% On Crit: * cripple the target While equipped: Stats +2 Dex dps ---------- Phys.crit +5.0% Acc +5 (+1 eff.) One-handed war axes. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +2 Dex +4 Wil +6 Con dps ---------- Phys.pwr +11 (+2 eff.) Mind.pwr +9 (+2 eff.) ----- def ----- Defense +0 (+0 eff.) Resists +3% darkness Crit.dmg- 10.00% D.Red.from +43% Summoned Phys.save +20 (+5 eff.) Proj.slow +0% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +24% nature +6% darkness Res.pen +15% darkness On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% darkness Phys.save +6 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Dex +4 Cun +5 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +6 Infravis +3 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +5 Dex +3 Cun +3 Con dps ---------- Res.pen +20% acid ----- def ----- Defense +2 (+1 eff.) Resists +0% lightning +0% cold +0% nature Crit.dmg- 15.00% Phys.save +7 (+2 eff.) Max.HP +74.00 Stun/Frz- +0% ---------- misc Telepathy Humanoid/Orc 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 [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Dmg.mod +12% lightning +22% darkness +3% mind Res.pen +17% darkness Acc +35 (+9 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +3 (+1 eff.) Fatigue -17% Resists +22% darkness Mind.save +6 (+2 eff.) Stealth +16 Max.HP +98.00 Heal/summ +10 ---------- misc Max.stam +40.00 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 [Random Unique] Master While equipped: Stats +5 Str +4 Dex +3 Cun +5 Con dps ---------- Crit.mult +30.00% Dmg.mod +6% darkness Res.pen +10% mind Acc +15 (+4 eff.) Apr +14 ----- def ----- Defense +3 (+1 eff.) Resists +6% nature Phys.save +13 (+3 eff.) Stealth +10 Max.HP +96.00 ---------- misc Telepathy Humanoid/Orc 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 [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil ----- def ----- Defense +3 (+1 eff.) Spell.save +11 (+3 eff.) ---------- misc Max.mana +46.00 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 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) All.spd +0% Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Armour +0 Defense +12 (+6 eff.) Crit.dmg- 0.00% ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +16% acid ----- def ----- Defense +5 (+2 eff.) Resists +24% acid Mind.save +22 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Random Unique] Arcane While equipped: Stats +10 Mag +1 Wil +2 Con dps ---------- Spell.pwr +16 (+4 eff.) Dmg.mod +8% acid +10% blight Res.pen +5% blight +20% temporal +18% darkness ----- def ----- Armour +17 Fatigue +5% Resists +6% lightning +30% temporal +30% darkness Blind- +20% Poison- +15% Disease- +45% Def/telep +30 Res/telep +20% Dur/telep +30% A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Armour +12 Defense +10 (+5 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +0% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Phys.save +0 (+0 eff.) Stealth +10 Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 T5 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +12% lightning +10% temporal ---------- misc Stam/turn +0.80 Max.stam +34.00 A pair of boots made of leather. |
![]() 1.0 T3 hands armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Melee+ 8 physical Dmg.mod +5% physical Res.pen +20% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +9 Crit.dmg- 15.00% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor [Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +6 Rushing Claws: Level 2.0 Pwr.cost 24 out of 24/24. Range 7 Travel.spd instantaneous Is a nature gift Description: Rushes toward your target with incredible speed. If the target is reached, you use your claws to pin it to the ground for 5 turns. You must rush from at least 2 tiles away. A pair of sharply honed gauntlets made from the claws of Ritch Impalers. |
![]() 1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 11 fire Dmg.mod +12% lightning +8% fire +12% blight Melee Ret 16 lightning ----- def ----- Armour +2 Resists +12% lightning +8% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+1 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+2 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 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! |
![]() 1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 8 cold Dmg.mod +5% cold Acc +13 (+3 eff.) ----- def ----- Armour +2 Resists +6% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 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 (-6 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. |
![]() 3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Phys.pwr +0 (+0 eff.) Spell.pwr +0 (+0 eff.) Mov.spd +0% Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness Mind.save +0 (+0 eff.) ---------- misc 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. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +0 Cun +15 Wil dps ---------- Dmg.mod +3% blight +24% acid Melee Ret 4 acid ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +25% blight +12% fire +15% lightning +10% cold Mind.save +22 (+6 eff.) A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego] Master While equipped: Stats +7 Con ----- def ----- Armour +8 Fatigue +5% ---------- misc Infravis +2 A cap made of leather. |
![]() 3.0 T5 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +22% cold Phys.save +21 (+5 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T4 heavy armor [Random Unique] Nature/Master While equipped: Stats +1 Cun +3 Wil dps ---------- Crit.mult +10.00% Dmg.mod +3% mind Melee Ret 7 light 14 physical ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +16% Resists +16% blight +13% darkness +19% lightning Mind.save +20 (+5 eff.) ---------- misc Equi/ret +0.12 Light +2 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +28% lightning +15% light +17% darkness A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 15 physical ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +7 Str +5 Dex +6 Mag +6 Wil +6 Cun dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Hardiness +0% Defense +5 (+2 eff.) Fatigue +8% Max.HP +49.00 A suit of armour made of leather. |
![]() 7.0 T5 shield armor [Ego] Nature/Psionic While equipped: dps ---------- Melee+ 8 lightning Melee Ret 24 lightning ----- def ----- Armour +3 Defense +12 (+6 eff.) Rng.Def +12 (+6 eff.) Fatigue +14% Resists +16% mind ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Con dps ---------- On Melee Ret: * 27% chance to blind ----- def ----- Armour +2 Defense +10 (+5 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% Resists +12% light ---------- misc Talents +4 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Normal] Power 53.0 - 74.2 Physical Uses 47% Wil, 50% Mag, 66% Cun Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 21 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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: 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 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 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 [Random Unique] Master/Psionic While equipped: Stats +5 Cun +5 Str dps ---------- Dmg.mod +16% mind +22% fire Acc +8 (+2 eff.) ----- def ----- Resists +6% blight Mind.save +21 (+6 eff.) ---------- misc Light +3 Infravis +8 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 +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) 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. |
![]() 1.0 T3 lite [Ego] Nature While equipped: dps ---------- Dmg.mod +0% light ----- def ----- Max.HP +40.00 ---------- misc Light +3 See.Stealth +0 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Normal] While equipped: dps ---------- Dmg.mod +0% light ---------- misc Light +2 See.Stealth +0 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. |
![]() 2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
![]() 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 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 fiery salve [power 35] amazing fiery salve [power 35]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 166% efficiency and 54% cooldown modifier. Remove 3 magical effects and grants a fiery aura (35% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 35] amazing frost salve [power 35]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 166% efficiency and 54% cooldown modifier. Remove 3 physical effects and grants a frost aura (35% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 507] amazing healing salve [power 507]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 166% efficiency and 54% cooldown modifier. Heal 507 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing water salve [power 35] amazing water salve [power 35]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 166% efficiency and 54% cooldown modifier. Remove 3 mental effects and grants a water aura (35% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great fiery salve [power 31] great fiery salve [power 31]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 166% efficiency and 54% cooldown modifier. Remove 2 magical effects and grants a fiery aura (31% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 27] powerful fiery salve [power 27]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 166% efficiency and 54% cooldown modifier. Remove 2 magical effects and grants a fiery aura (27% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 27] powerful frost salve [power 27]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 166% efficiency and 54% cooldown modifier. Remove 2 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 366] powerful healing salve [power 366]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 166% efficiency and 54% cooldown modifier. Heal 366 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 27] powerful water salve [power 27]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 166% efficiency and 54% cooldown modifier. Remove 2 mental effects and grants a water aura (27% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 T5 shot ammo Reqs Dex 24 [Unique] Arcane/Steamtech Power 35.0 - 42.0 Physical Uses 50% Mag, 116% Cun Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
![]() 3.0 T1 shot ammo [Ego] Arcane Power 13.5 - 16.2 Physical Uses 50% Mag, 116% Cun Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 20 Ranged+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego] Arcane/Master Power 53.5 - 64.2 Physical Uses 50% Mag, 116% Cun Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 21 Ranged+ +12 light +18 bleed Against +19% Undead On Crit: * wounds the target for 7 turns: 24 bleeding, 73% reduced healing Shots are used with slings to pummel your foes to death. |
![]() 3.0 T1 shot ammo [Normal] Power 15.0 - 18.0 Physical Uses 50% Mag, 116% Cun Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 21 Shots are used with slings to pummel your foes to death. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +10 (+5 eff.) Proj.slow +25% 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! |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +25% light On Hit (Melee): * 20 arcane resource burn * 30% chance to blind ----- def ----- Spell.save +9 (+2 eff.) Remove up to 2 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 12 and armour hardiness by 30% Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature 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. |
![]() 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 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Hollow the Whitehoof Adventurer level 11
29th Retaking 124th year of Ascendancy at 09:42 see stats
By Hollow the Whitehoof Adventurer level 12
33rd Retaking 124th year of Ascendancy at 00:44 see stats
By Hollow the Whitehoof Adventurer level 34
47th Pain 124th year of Ascendancy at 16:12 see stats
By Hollow the Whitehoof Adventurer level 43
50th Loss 124th year of Ascendancy at 19:33 see stats
By Hollow the Whitehoof Adventurer level 50
50th Remembrance 125th year of Ascendancy at 14:17 see stats
By Hollow the Whitehoof Adventurer level 32
34th Pain 124th year of Ascendancy at 16:58 see stats
By Hollow the Whitehoof Adventurer level 45
29th Destruction 124th year of Ascendancy at 20:49 see stats
By Hollow the Whitehoof Adventurer level 10
21st Retaking 124th year of Ascendancy at 15:53 see stats
By Hollow the Whitehoof Adventurer level 20
20th Revenge 124th year of Ascendancy at 04:10 see stats
By Hollow the Whitehoof Adventurer level 30
25th Pain 124th year of Ascendancy at 07:53 see stats
By Hollow the Whitehoof Adventurer level 40
35th Loss 124th year of Ascendancy at 10:55 see stats
By Hollow the Whitehoof Adventurer level 50
45th Remembrance 125th year of Ascendancy at 09:44 see stats
By Hollow the Whitehoof Adventurer level 35
29th Dearth 124th year of Ascendancy at 02:11 see stats
By Hollow the Whitehoof Adventurer level 50
46th Remembrance 125th year of Ascendancy at 09:16 see stats
By Hollow the Whitehoof Adventurer level 50
46th Remembrance 125th year of Ascendancy at 09:16 see stats
By Hollow the Whitehoof Adventurer level 31
26th Pain 124th year of Ascendancy at 02:00 see stats
By Hollow the Whitehoof Adventurer level 46
29th Remembrance 125th year of Ascendancy at 16:09 see stats
By Hollow the Whitehoof Adventurer level 31
34th Pain 124th year of Ascendancy at 10:21 see stats
By Hollow the Whitehoof Adventurer level 50
50th Remembrance 125th year of Ascendancy at 09:16 see stats
By Hollow the Whitehoof Adventurer level 42
37th Loss 124th year of Ascendancy at 04:49 see stats
By Hollow the Whitehoof Adventurer level 47
31st Remembrance 125th year of Ascendancy at 10:24 see stats
By Hollow the Whitehoof Adventurer level 25
37th Revenge 124th year of Ascendancy at 17:51 see stats
By Hollow the Whitehoof Adventurer level 50
50th Remembrance 125th year of Ascendancy at 19:52 see stats
By Hollow the Whitehoof Adventurer level 35
29th Dearth 124th year of Ascendancy at 07:52 see stats
By Hollow the Whitehoof Adventurer level 25
37th Revenge 124th year of Ascendancy at 16:20 see stats
Log
Talent Fold Gravity is ready to use.
Talent Arcane Combat is ready to use.
Talent Arcane Feed is ready to use.
Hollow activates Arcane Combat.
Hollow activates Arcane Feed.
Hollow activates Arcane Combat.
Rested for 4 turns (stop reason: dialog is displayed).
Hollow picks up ( .): 42 alchemist agate.
Talent Fold Fate is ready to use.
Resting starts...
Talent Explosive Shell is ready to use.
Talent Weapon Folding is ready to use.
Hollow activates Weapon Folding.
Hollow is no longer surging arcane power.
Talent Chant of Fortress is ready to use.
Hollow activates Chant of Fortress.
Rested for 37 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.
Hollow deactivates Weapon Folding.
Hollow deactivates Arcane Combat.
Hollow deactivates Arcane Feed.
Hollow deactivates Chant of Fortress.
Hollow deactivates Energy Decomposition.
Hollow deactivates Essence of Speed.
Hollow deactivates Kinetic Shield.
Hollow deactivates Beyond the Flesh.