Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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!) 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
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 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Nightmare Adventure |
Sex | Male |
Race | Whitehoof |
Class | Sawbutcher |
Level / Exp | 50 / 846% |
Size | medium |
Lifes / Deaths | Killed by saw horror at level 16 on the 44th Retaking 124th year of Ascendancy at 08:43 2 / 5Killed by saw horror at level 16 on the 44th Retaking 124th year of Ascendancy at 17:08 Killed by dreaming horror at level 16 on the 44th Retaking 124th year of Ascendancy at 20:04 Killed by sickle cell's temporal clone at level 36 on the 30th Dearth 124th year of Ascendancy at 00:13 Killed by High Sun Paladin Aeryn at level 36 on the 30th Dearth 124th year of Ascendancy at 04:08 |
Primary Stats
Strength | 106 (base 60) |
Dexterity | 68 (base 29) |
Constitution | 67 (base 60) |
Magic | 34 (base 10) |
Willpower | 27 (base 10) |
Cunning | 86 (base 60) |
Resources
Life | 1881/1881 |
Psi | 117/117 |
Steam | 95/95 |
Healing Factor | 1.5207594936708 |
Regeneration | 0.38018987341771 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +80% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
ESP Range | 20 |
ESP Kinds | humanoid, giant |
Offense: Mainhand
Damage | 159 |
Accuracy | 62 |
Crit Chance | 61% |
APR | 60 |
Speed | 1.00 |
Offense: Offhand
Damage | 77 |
Accuracy | 62 |
Crit Chance | 70% |
APR | 55 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Light | +40% |
Physical | +55% |
Fire | +65% |
All | +30% |
Offense: Damage Penetration
Fire | +28% |
Physical | +28% |
Defense: Base
Armour (hardiness) | 102.08934837382 (100%) |
Defense | 48 |
Ranged Defense | 56 |
Fatigue | 53 |
Physical Save | 58 |
Spell Save | 45 |
Mental Save | 44 |
Defense: Resistances
Lightning | + 51%( 70%) |
Light | + 50%( 70%) |
Nature | + 51%( 70%) |
Darkness | + 51%( 70%) |
Cold | + 51%( 70%) |
Mind | + 55%( 70%) |
All | + 35%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Stun Resistance | 50% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
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 16.3 steam per turn. Can be activated for an instant burst of 81 steam. Its effects scale with your Dexterity 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 151% efficiency and cooldown mod of 62%. |
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 174% efficiency and cooldown mod of 94%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 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 89 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
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 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Steam Powered Armour |
talent | Tempest of Metal |
talent | Furnace |
talent | Chant of Fortitude |
talent | Melting Point |
talent | Mow Down |
talent | Overheat Saws |
talent | Grinding Shield |
beneficial effect | You have 4 charges. Death Momentum |
beneficial effect | You have 2 charges. Molten Point |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * 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 | Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +100% ---------- misc Talents +4 Rocket Boots Generate 7 steam each time you walk. Boots. But with steam power! |
Light source | nightwalker's dwarven lantern nightwalker's dwarven lantern1.0 T5 lite [Ego+] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +16.00% Phys.pwr +8 (+1 eff.) ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +5 Str +5 Con dps ---------- Acc +25 (+6 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +100% ---------- misc Light +7 A Helmet. But with steam power! |
On hands | Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor [Unique] Steamtech The more steam the better! The set is complete. 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- +100% ---------- misc Talents +5 Spring Grapple Unarmed combat: Power 144% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Tool | Lightbringer's Wand Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 109 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
On fingers | Ring of Lost Love Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
On fingers | pixie's voratun ring of blinding strikes pixie's voratun ring of blinding strikes0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +5 Cun +7 Mag dps ---------- Spell.pwr +10 (+5 eff.) Melee+ 40 light Ranged+ 32 light On Hit (Melee): * 27% chance to blind On Hit (Ranged): * 34% chance to blind Rings can have magical properties. |
Around neck | Amidulen Amidulen0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +25.00% ----- def ----- Mind.save +10 (+4 eff.) Heal.mod +16% Cut- +60% ---------- misc Equi/ret +0.08 Max.hate +4.00 Heal: Puts all charms on 35 cooldown Level 1.0 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 171 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | thought-forged voratun steamsaw of reflection (149% power, 45 apr) thought-forged voratun steamsaw of reflection (149% power, 45 apr) 3.0 T5 steamsaw 1H weapon [Ego] Arcane/Psionic/Steamtech Power 149% 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 +102 Melee+ +10 mind On Hit: * 24% chance to cause random gloom Uses 1.0 Steam While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +12% light +13% darkness ---------- 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 | Emblem of Evasion Emblem of Evasion 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+6 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 33% chance to evade melee and ranged attacks and 34 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. |
In off hand | Grinder (144% power, 40 apr) Grinder (144% power, 40 apr) 3.0 T4 steamsaw 1H weapon [Unique] Psionic/Steamtech Power 144% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +40 Crit +34.0% Atk.spd 100% Block +50 HP.leech +5% Melee+ +10% gloom effects Uses 1.0 Steam While equipped: ----- def ----- Armour +8 Defense +12 (+4 eff.) Fatigue +10% ---------- misc Talents +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
Cloak | Aeravon the Glitterthorn (9 def, 8 armour) Aeravon the Glitterthorn (9 def, 8 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Crit.mult +30.00% Acc +14 (+3 eff.) Apr +15 Melee Ret 4 light On Hit (Melee): * 36% chance to corrode armour by 30% ----- def ----- Armour +8 Defense +9 (+3 eff.) Rng.Def +6 (+2 eff.) Resists +25% cold +6% mind +25% nature Spell.save +30 (+10 eff.) Mind.save +14 (+5 eff.) Stealth +15 Cut- +10% Pinning- +10% ---------- misc Max.mana +73.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Steam Powered Armour (23 def, 30 armour) Steam Powered Armour (23 def, 30 armour) 22.0 T5 massive armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +9 Str +6 Dex dps ---------- Phys.pwr +22 (+4 eff.) Steampwr +22 (+5 eff.) ----- def ----- Armour +30 Hardiness +20% Defense +23 (+7 eff.) Fatigue +13% Resists +25% lightning Phys.save +55 (+14 eff.) Stun/Frz- +50% ---------- misc Max.steam +15.00 Talents +5 Steam Powered Armour Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
Inventory
steam generator implant of the psychic (steam 9) steam generator implant of the psychic (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 273 over 5 turns) regeneration infusion of the wizard (heal 273 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 273 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (569% speed; 4 turns) movement infusion of the titan (569% speed; 4 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 569% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)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. |
starlit copper amulet of cunning (+3) starlit copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% light +11% darkness Blind- +21% Amulets can have magical properties. |
Gewe the steel amulet Gewe the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +4.0% Phys.pwr +6 (+1 eff.) Acc +8 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +28% lightning +5% arcane Stun/Frz- +24% Amulets can have magical properties. |
stabilizing steel amulet of strength (+2) stabilizing steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +22% Amulets can have magical properties. |
grounding gold amulet of cunning (+3) grounding gold amulet of cunning (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets can have magical properties. |
Gardanion, the Light of God Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+8 eff.) Steampwr +40 (+8 eff.) Spell.pwr +40 (+16 eff.) Mind.pwr +40 (+15 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." |
titan's copper ring of frost (+22%) titan's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Phys.save +4 (+1 eff.) Rings can have magical properties. |
Ce'Nimina Ce'Nimina0.1 T2 ring jewelry [Rare] Master While equipped: Stats +8 Cun +6 Dex dps ---------- Dmg.mod +6% mind Res.pen +15% mind Acc +8 (+2 eff.) ----- def ----- Resists +9% blight +3% darkness +5% arcane +12% acid Rings can have magical properties. |
Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
crackling steel steamsaw (111% power, 8 apr) crackling steel steamsaw (111% power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 111% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +26 Uses 1.0 Steam While equipped: Stats +1 Dex dps ---------- On Melee Ret: * 12% chance to daze at end of turn ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +11% lightning ---------- misc Talents +1 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! |
thought-forged steel steamsaw of persecution (115% power, 8 apr) thought-forged steel steamsaw of persecution (115% power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego] Disrupt/Psionic/Steamtech Power 115% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +21 Melee+ +5 mind Against +5% Unnatural On Hit: * 14% chance to cause random gloom Uses 1.0 Steam While equipped: Stats +2 Cun +3 Wil ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 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! |
truestriking steel steamsaw of crippling (104% power, 8 apr) truestriking steel steamsaw of crippling (104% power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego++] Master/Steamtech Power 104% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +19 On Crit: * cripple the target Uses 1.0 Steam While equipped: dps ---------- Phys.crit +6.0% Res.pen +6% physical Acc +7 (+2 eff.) Apr +6 ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 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! |
Overclocked Radius (133% power, 19 apr) Overclocked Radius (133% power, 19 apr)3.0 T3 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 133% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +9.0% Atk.spd 154% Block +50 On Hit: * increase paradox by a random amount On Crit: * increase paradox by a drastic amount with a chance to do an anomaly (0% chance). If anomaly triggers, halve paradox. Uses 1.0 Steam While equipped: ----- def ----- Armour +7 Defense +10 (+3 eff.) Fatigue +9% Affinity +30% temporal ---------- misc Talents +2 Block +1 Paradox Pool Attack speed increases with paradox, up to 250% at 1000 paradox. Faced with the petty quandaries of 'conventional physics', some mad tinker must have coated this sawblade with a fine sheathe of dilated time to maximize its speed. There were ...side effects. |
flaming dwarven-steel steamsaw of daylight (122% power, 14 apr) flaming dwarven-steel steamsaw of daylight (122% power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 122% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +48 Melee+ +5 light Against +10% Undead On Hit.r1 +8 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc 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! |
gloomy dwarven-steel steamsaw (129% power, 14 apr) gloomy dwarven-steel steamsaw (129% power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego] Psionic/Steamtech Power 129% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +47 Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * 5% chance to cause random gloom On Melee Ret: * 16% chance to cause random gloom ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc 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! |
Fulindur the Stokegrinder (154% power, 19 apr) Fulindur the Stokegrinder (154% power, 19 apr)3.0 T4 steamsaw 1H weapon [Rare] Master/Steamtech Power 154% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +69 Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +30% arcane +15% fire ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +30% fire ---------- misc 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! |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 65.31 to 81.63 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
radiant cured leather armour of the deep (2 def, 7 armour) radiant cured leather armour of the deep (2 def, 7 armour)9.0 T2 light armor [Ego++] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 4 light ----- def ----- Armour +7 Defense +2 (+0 eff.) Fatigue +7% Resists +5% acid +6% cold +11% darkness +12% blight ---------- misc Light +1 Breathe water A suit of armour made of leather. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Hardiness +0% Defense +14 (+4 eff.) Fatigue +0% When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. This object's appearance was changed to Silk Current. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour of fire resistance (2 def, 4 armour) iron mail armour of fire resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +16% fire A suit of armour made of mail. |
enlightening dwarven-steel mail armour of implacability (3 def, 14 armour) enlightening dwarven-steel mail armour of implacability (3 def, 14 armour)14.0 T3 heavy armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +8% Phys.save +6 (+2 eff.) Mind.save +10 (+4 eff.) A suit of armour made of mail. |
rough leather belt of resilience rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +32.00 A belt that goes around your waist. |
Demonblight the linen cloak (1 def, 5 armour) Demonblight the linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +3% acid +10% cold +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Muckflash (2 def, 0 armour) Muckflash (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +12% darkness Res.pen +15% darkness On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +2 (+0 eff.) Resists +15% nature +0% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Liquid Metal Cloak (20 def, 10 armour) Liquid Metal Cloak (20 def, 10 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: ----- def ----- Armour +10 Defense +20 (+6 eff.) Resists +15% physical Phys.save +40 (+10 eff.) ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 70 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
Shoes of Slowly Moving Quickly (0 def, 0 armour) Shoes of Slowly Moving Quickly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +6% Pinning- +600% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 3.0 Pwr.cost 15 out of 20/20. Range 4 Travel.spd 400% of base Is a nature gift a mind power Description: Summons a tornado that moves slowly toward its target, following it if it changes position. Any foe caught in its path takes 55.07 lightning damage. When it reaches its target, it explodes in a radius of 3 for 103.34 lightning damage and 123.21 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 4 turns. The blast will ignore the talent user. The tornado will last for 4 turns, or until it reaches its target. Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
scholar's pair of iron boots of tirelessness (0 def, 3 armour) scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful rough leather gloves (0 def, 1 armour) restful rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +1 HP.reg +1.40 ---------- misc Stam/turn +0.60 Max.stam +11.00 Unarmed combat: Power 91% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Slumber 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Squalorravage (0 def, 2 armour) Squalorravage (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +3 Str +5 Wil +4 Con dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +15% nature ----- def ----- Armour +2 Resists +6% nature Mind.save +30 (+10 eff.) Disarm- +27% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 113% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +12 mind On Hit: 10% Disarm 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Assassin's Surprise (0 def, 4 armour) Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 122% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 26 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 80 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
linen wizard hat of the mountain (+10%) (1 def, 0 armour) linen wizard hat of the mountain (+10%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical Acc +0 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% physical ---------- misc Light +0 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Chargequencher' (2 def, 0 armour) cashmere wizard hat 'Chargequencher' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Dmg.mod +6% acid +6% lightning Res.pen +20% acid Acc +0 (+0 eff.) Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% * 30% chance to daze at end of turn ----- def ----- Defense +2 (+0 eff.) Mind.save +8 (+3 eff.) ---------- misc Light +0 A pointy cloth hat, very wizardly... |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+5 eff.) Apr +15 ----- def ----- Defense +10 (+3 eff.) Resists +20% fire Blind- +100% ---------- misc Light +0 Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
X-Ray Goggles (10 def, 0 armour) X-Ray Goggles (10 def, 0 armour)2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+5 eff.) ----- def ----- Defense +10 (+3 eff.) Blind- +100% ---------- misc Light +0 See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)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 Acc +0 (+0 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Light +0 Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 bloodstone 5 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 diamond 4 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone 7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl 6 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
157 alchemist agate 157 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
bright alchemist's lamp of health bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's alchemist's lamp of health survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +8 (+2 eff.) Max.HP +52.00 Heal.mod +16% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's dwarven lantern of the zealot nightwalker's dwarven lantern of the zealot1.0 T5 lite [Ego++] Nature/Disrupt While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +7 (+1 eff.) ----- def ----- Resists +3% all Spell.save +11 (+4 eff.) ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
strange black disk (1) strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
crude lightning coil crude lightning coil0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
potent fungal web potent fungal web0.0 T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 50 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
steel grapple steel grapple0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
steel rocket boots steel rocket boots0.0 T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +2 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel armour reinforcement dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp well-made head lamp0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +9 (+2 eff.) ---------- misc Light +5 Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
great fungal web great fungal web0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 21] simple frost salve [power 21]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 94% cooldown modifier. Remove 1 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 428] powerful healing salve [power 428]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 94% cooldown modifier. Heal 428 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great healing salve [power 511] great healing salve [power 511]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 94% cooldown modifier. Heal 511 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great unstoppable force salve [power 136] great unstoppable force salve [power 136]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 94% cooldown modifier. Increases all saves by 136 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 593] amazing healing salve [power 593]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 94% cooldown modifier. Heal 593 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing unstoppable force salve [power 164] amazing unstoppable force salve [power 164]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 94% cooldown modifier. Increases all saves by 164 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Torodunik the Coalzephyr (dig speed 22 turns) Torodunik the Coalzephyr (dig speed 22 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +8 Str +7 Cun +2 Con dps ---------- Acc +6 (+1 eff.) ----- def ----- Resists +9% darkness ---------- misc Light +3 Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Korbek's Spyglass Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+2 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 253/400 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. |
elm totem of thorny skin [power 15] (20 cooldown) elm totem of thorny skin [power 15] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 T3 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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 sickle cell the Whitehoof Sawbutcher level 41
4th Remembrance 125th year of Ascendancy at 18:32 see stats
By sickle cell the Whitehoof Sawbutcher level 12
36th Retaking 124th year of Ascendancy at 01:23 see stats
By sickle cell the Whitehoof Sawbutcher level 28
49th Revenge 124th year of Ascendancy at 08:31 see stats
By sickle cell the Whitehoof Sawbutcher level 50
11st Retaking 125th year of Ascendancy at 00:09 see stats
By sickle cell the Whitehoof Sawbutcher level 10
22nd Retaking 124th year of Ascendancy at 01:20 see stats
By sickle cell the Whitehoof Sawbutcher level 20
10th Revenge 124th year of Ascendancy at 16:53 see stats
By sickle cell the Whitehoof Sawbutcher level 30
52nd Revenge 124th year of Ascendancy at 10:41 see stats
By sickle cell the Whitehoof Sawbutcher level 40
27th Destruction 124th year of Ascendancy at 11:43 see stats
By sickle cell the Whitehoof Sawbutcher level 50
5th Retaking 125th year of Ascendancy at 14:04 see stats
By sickle cell the Whitehoof Sawbutcher level 50
7th Retaking 125th year of Ascendancy at 08:38 see stats
By sickle cell the Whitehoof Sawbutcher level 33
50th Pain 124th year of Ascendancy at 08:12 see stats
By sickle cell the Whitehoof Sawbutcher level 50
7th Retaking 125th year of Ascendancy at 08:38 see stats
By sickle cell the Whitehoof Sawbutcher level 30
52nd Revenge 124th year of Ascendancy at 12:53 see stats
By sickle cell the Whitehoof Sawbutcher level 50
9th Retaking 125th year of Ascendancy at 22:07 see stats
By sickle cell the Whitehoof Sawbutcher level 37
24th Destruction 124th year of Ascendancy at 22:46 see stats
By sickle cell the Whitehoof Sawbutcher level 35
29th Dearth 124th year of Ascendancy at 07:24 see stats
By sickle cell the Whitehoof Sawbutcher level 17
3rd Revenge 124th year of Ascendancy at 17:19 see stats
Log
Saving done.
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There is a Huge door to Kaltor's Shop here (press '' or right click to use).
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New Achievement: Imp'ing Away (Nightmare (Adventure) difficulty)!
Today is the 11st Retaking of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:43.
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There is a Huge door to Kaltor's Shop here (press '' or right click to use).
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Today is the 12nd Retaking of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:15.
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Today is the 13rd Retaking of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:23.
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There is a Kruk Pride (Town) here (press '' or right click to use).
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Sickle cell deactivates Overheat Saws.
Sickle cell deactivates Mow Down.
Sickle cell deactivates Furnace.
Sickle cell deactivates Melting Point.
Sickle cell deactivates Grinding Shield.
Sickle cell deactivates Tempest of Metal.
Sickle cell deactivates Chant of Fortitude.
Sickle cell deactivates Steam Powered Armour.