Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
ZOmnibus Addon Pack 1.6.0Combines 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: Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Normal Roguelike |
Sex | Female |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 50 / 1920% |
Size | medium |
Lifes / Deaths | Killed by saw horror at level 50 on the 8th Pain 125th year of Ascendancy at 00:36 / 2Killed by Polilewe the bone giant at level 50 on the 43rd Pain 125th year of Ascendancy at 06:19 |
Primary Stats
Strength | 96 (base 60) |
Dexterity | 57 (base 29) |
Constitution | 85 (base 60) |
Magic | 20 (base 10) |
Willpower | 28 (base 10) |
Cunning | 111 (base 60) |
Resources
Life | -355/1925 |
Stamina | 272/272 |
Steam | 94/100 |
Healing Factor | 1.6151764705882 |
Regeneration | 26.569652941176 |
Speed
Mental | 0% |
Attack | +30% |
Movement | +10% |
Spell | +30% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 50.145003220751 |
See Invisible | 50.145003220751 |
Offense: Mainhand
Damage | 142 |
Accuracy | 62 |
Crit Chance | 60% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 69 |
Accuracy | 62 |
Crit Chance | 59% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 34% |
Speed | 0.76923076923077 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 34% |
Speed | 0.76923076923077 |
Offense: Damage Bonus
Lightning | +87% |
Physical | +61% |
Nature | +50% |
Fire | +78% |
Arcane | +72% |
Cold | +97% |
All | +47% |
Offense: Damage Penetration
Lightning | +32% |
Physical | +34% |
Nature | +17% |
Fire | +49% |
Arcane | +32% |
Cold | +42% |
All | +7% |
Defense: Base
Armour (hardiness) | 60.08934837382 (81.030927835052%) |
Defense | 42 |
Ranged Defense | 49 |
Fatigue | 40 |
Physical Save | 50 |
Spell Save | 18 |
Mental Save | 49 |
Defense: Resistances
Lightning | + 59%( 70%) |
Fire | + 30%( 70%) |
Physical | + 31%( 70%) |
Cold | + 32%( 70%) |
All | + 25%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 50% |
Bleed Resistance | 60% |
Confusion Resistance | 30% |
Stun Resistance | 50% |
Pinning Resistance | 100% |
Poison Resistance | 60% |
Blind Resistance | 50% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.0 steam per turn. Can be activated for an instant burst of 95 steam. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 216% efficiency and cooldown mod of 50%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 65%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.5 steam per turn. Can be activated for an instant burst of 82 steam. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Steamtech / Battle machinery | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Tempest of Metal |
talent | Chant of Fortitude |
talent | Goresplosion |
talent | Furnace |
talent | Overheat Saws |
talent | Melting Point |
talent | Daunting Presence |
talent | Grinding Shield |
beneficial effect | Spell and mind speed increased by 30% Elemental Surge: Arcane |
detrimental effect | Zone-wide effect: +10% cold damage, -10% cold resistance, -10% physical save, -20% confusion immunity. Grave chill |
beneficial effect | All damage increased by 30% Elemental Surge: Fire |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+70). Continuum Destabilization |
detrimental effect | The target is unable to teleport and takes 396.25 temporal and 396.25 physical damage if they try. Dimensional Anchor |
detrimental effect | The target has been tethered to the location and has a 15% chance of being teleported back, creating an explosion for 295.73 physical and 295.73 temporal warp damage at both ends of the teleport. Spatial Tether |
beneficial effect | You have 9 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 giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 75): ExterminatorYou completed the challenge and received: +1 Generic Point | 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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | 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 |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Talents +1 Rocket Boots Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 18 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 315 cold damage (based on your Magic). Uses 18 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
On head | ![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +6 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +9 (+3 eff.) Blind- +50% A Helmet. But with steam power! |
On hands | ![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +4 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Tool | ![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +8 Wil +8 Cun +4 Con dps ---------- Phys.crit +4.0% Phys.pwr +20 (+5 eff.) Spell.pwr +20 (+6 eff.) Mind.pwr +28 (+7 eff.) Dmg.mod +3% nature +7% all Res.pen +10% nature +10% physical ----- def ----- Mind.save +12 (+4 eff.) Die.at -40.00 life Confus- +50% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+9 eff.) Steampwr +40 (+9 eff.) Spell.pwr +40 (+12 eff.) Mind.pwr +40 (+10 eff.) May understand old Sher'Tul language. "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." |
In main hand | ![]() 3.0 T4 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 141% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +19 Crit +4.0% Atk.spd 100% Block +61 Melee+ +10 blight On Hit: 20% Epidemic 4 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 25 * shock your foe dealing 36 damage and draining some of their resources On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +9.0% ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Disease- +25% ---------- 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! |
Around waist | ![]() 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 27 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 31 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 | ![]() 3.0 T3 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 124% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +3.0% Atk.spd 100% Block +46 On Hit: * applies a stacking poison dealing 34 damage per turn Uses 1.0 Steam While equipped: Stats +12 Str +6 Dex +5 Mag +9 Wil +6 Cun +3 Con dps ---------- Dmg.mod +8% physical Acc +13 (+3 eff.) ----- 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! |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +30% lightning Phys.save +10 (+3 eff.) Stun/Frz- +50% Has a 50% chance each turn to slash an adjacent enemy for 333 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Main armor | ![]() 17.0 T5 massive armor [Ego++] Nature/Master While equipped: Stats +4 Str +5 Con ----- def ----- Armour +16 Fatigue +22% Max.HP +149.00 HP.reg +15.00 Heal.mod +15% Poison- +60% Disease- +60% Cut- +60% A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.6 steam per turn. Can be activated for an instant burst of 73 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 804 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+6 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 253.06 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.pwr +13 (+4 eff.) ----- def ----- Mind.save +12 (+4 eff.) Confus- +48% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Str +6 Con dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Max.HP +64.00 HP.reg +14.00 Heal.mod +14% Rings can have magical properties. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+8 eff.) ---------- misc Talents +1 Command Staff Cure up to 3 diseases or poisons (based on Magic). Uses 9 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 T5 staff 1H weapon Reqs Mag 48 [Ego+] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +24% Phys.pwr +15 (+4 eff.) Spell.pwr +24 (+8 eff.) Dmg.mod +30% arcane Acc +15 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Master Power 166% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +10 Con dps ---------- Phys.pwr +19 (+5 eff.) Res.pen +21% physical +20% all Acc +34 (+9 eff.) Apr +19 ----- def ----- Disarm- +48% Massive two-handed battleaxes. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 129% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T3 longsword 1H weapon [Ego++] Master Power 124% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Crit.mult +15.00% Res.pen +10% physical Acc +17 (+4 eff.) Apr +19 Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego+] Nature/Disrupt Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Against +15% Unnatural While equipped: Stats +7 Str +7 Dex +5 Mag +10 Wil +5 Cun +6 Con Blunt and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Nature Power 121% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +16 darkness On Crit.r2 +23 lightning +24 cold While equipped: Stats +8 Str +5 Mag +6 Wil +4 Con dps ---------- Mov.spd +38% Dmg.mod +37% lightning Res.pen +10% lightning +16% cold ----- def ----- Resists +27% lightning Sharp, short and deadly. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Nature Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +12 fire On Crit.r2 +23 fire While equipped: dps ---------- All.spd +4% Dmg.mod +17% fire Res.pen +14% fire Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego++] Nature Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +59 acid +68 nature While equipped: Stats +20 Wil +23 Con dps ---------- Res.pen +27% acid +33% nature Apr +21 ----- def ----- Max.HP +153.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 arrow ammo [Ego+] Master Power 155% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +19.0% Capacity 23 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 shot ammo [Ego++] Nature/Master Power 127% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +11.0% Capacity 20 On Hit: * 20% chance to create vines that bind the target to the ground dealing 244 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T5 shield armor [Random Unique] Arcane/Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +13 Str +13 Dex +9 Mag +6 Cun dps ---------- Melee+ 10 fire Dmg.mod +9% lightning +20% light +16% darkness Acc +24 (+6 eff.) Melee Ret 4 lightning 21 fire ----- def ----- Armour +10 Fatigue +8% Resists +15% lightning +19% light +17% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 6.0 T4 mummy armor [Ego] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +15% darkness +15% cold +15% arcane +26% temporal ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire +26% temporal Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego] Arcane While equipped: Stats +7 Mag dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +15% darkness +15% cold +19% light +38% arcane ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists +28% light -25% fire ---------- misc Max.mana +60.00 Decaying mummy wrappings. |
![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +11% acid +11% physical +13% cold +17% fire ----- def ----- Resists +15% acid +15% physical +13% cold +15% fire +11% all ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +23% cold +19% light +20% darkness A suit of armour made of leather. |
![]() 17.0 T3 massive armor [Ego+] Disrupt While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +16% nature +13% blight D.Red.from +5% Unnatural A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+7 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+12 eff.) HP.reg +0.00 Heal.mod -30% Poison- +0% Disease- +0% Cut- +0% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
![]() 1.0 T3 belt armor [Ego+] Nature/Master While equipped: ----- def ----- Resists +8% acid +17% fire +16% cold +8% lightning A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +9 Dex +10 Cun +6 Con dps ---------- Phys.crit +23.0% Mind.crit +22% Mind.pwr +10 (+2 eff.) Dmg.mod +9% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% nature Mind.save +12 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+5 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+6 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 9 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 63 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +10 (+3 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +0 Cun +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-4 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Mind.save +0 (+0 eff.) 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 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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 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 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 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 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 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+5 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+5 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+6 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+6 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 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 T5 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! |
powerful unstoppable force salve [power 100] powerful unstoppable force salve [power 100]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 65% cooldown modifier. Increases all saves by 100 and healing factor by half Puts Talent Medical Injector on 16 cooldown Activation is instant. Medical salve. |
great frost salve [power 33] great frost salve [power 33]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 65% cooldown modifier. Remove 2 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
great healing salve [power 470] great healing salve [power 470]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 65% cooldown modifier. Heal 470 Puts Talent Medical Injector on 14 cooldown Medical salve. |
amazing fiery salve [power 38] amazing fiery salve [power 38]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 65% cooldown modifier. Remove 3 magical effects and grants a fiery aura (38% fire, light and lightning affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 38] amazing frost salve [power 38]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 65% cooldown modifier. Remove 3 physical effects and grants a frost aura (38% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 477] amazing pain suppressor salve [power 477]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 65% cooldown modifier. Let you fight up to -477 life and reduces all damage by 28% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
amazing water salve [power 38] amazing water salve [power 38]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 65% cooldown modifier. Remove 3 mental effects and grants a water aura (38% blight, mind and acid affinity). Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 88 power out of 100/100 The very essence of bearness! |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 44 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 88 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+6 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 27 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 76.54 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 178 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. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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 Polona the Orc Sawbutcher level 45
42nd Revenge 125th year of Ascendancy at 12:17 see stats
By Polona the Orc Sawbutcher level 14
38th Retaking 124th year of Ascendancy at 21:44 see stats
By Polona the Orc Sawbutcher level 45
29th Revenge 125th year of Ascendancy at 15:53 see stats
By Polona the Orc Sawbutcher level 42
23rd Destruction 124th year of Ascendancy at 12:42 see stats
By Polona the Orc Sawbutcher level 50
25th Pain 125th year of Ascendancy at 08:04 see stats
By Polona the Orc Sawbutcher level 50
27th Pain 125th year of Ascendancy at 20:54 see stats
By Polona the Orc Sawbutcher level 27
46th Revenge 124th year of Ascendancy at 23:00 see stats
By Polona the Orc Sawbutcher level 50
11st Pain 125th year of Ascendancy at 18:56 see stats
By Polona the Orc Sawbutcher level 10
21st Retaking 124th year of Ascendancy at 13:04 see stats
By Polona the Orc Sawbutcher level 20
27th Revenge 124th year of Ascendancy at 10:25 see stats
By Polona the Orc Sawbutcher level 30
49th Pain 124th year of Ascendancy at 16:20 see stats
By Polona the Orc Sawbutcher level 40
8th Destruction 124th year of Ascendancy at 07:58 see stats
By Polona the Orc Sawbutcher level 50
1st Pain 125th year of Ascendancy at 07:41 see stats
By Polona the Orc Sawbutcher level 30
49th Pain 124th year of Ascendancy at 16:38 see stats
By Polona the Orc Sawbutcher level 50
26th Pain 125th year of Ascendancy at 10:26 see stats
By Polona the Orc Sawbutcher level 50
1st Pain 125th year of Ascendancy at 10:54 see stats
By Polona the Orc Sawbutcher level 33
31st Dearth 124th year of Ascendancy at 12:57 see stats
By Polona the Orc Sawbutcher level 43
10th Retaking 125th year of Ascendancy at 02:08 see stats
By Polona the Orc Sawbutcher level 50
11st Pain 125th year of Ascendancy at 11:39 see stats
By Polona the Orc Sawbutcher level 38
23rd Loss 124th year of Ascendancy at 09:59 see stats
By Polona the Orc Sawbutcher level 23
34th Revenge 124th year of Ascendancy at 02:37 see stats
By Polona the Orc Sawbutcher level 35
11st Loss 124th year of Ascendancy at 02:58 see stats
By Polona the Orc Sawbutcher level 20
27th Revenge 124th year of Ascendancy at 19:34 see stats
By Polona the Orc Sawbutcher level 50
8th Pain 125th year of Ascendancy at 00:36 see stats
By Polona the Orc Sawbutcher level 42
22nd Destruction 124th year of Ascendancy at 14:45 see stats
Log
Polilewe the bone giant's spatial tether hits Polona for 63 temporal, 63 physical, 64 temporal, 63 physical (253 total damage).
Polilewe the bone giant hits Polona for 103 temporal, 98 physical (201 total damage).
Bleeding from Polona hits Temporal hound for 9 fire, 11 cold, 10 lightning, 9 arcane (39 total damage).
Polona misses Polilewe the bone giant.
Polona performs a melee critical strike against Polilewe the bone giant!
Polilewe the bone giant shrugs off the critical damage!
Polilewe the bone giant is on fire!
Tempest of Metal misses Polilewe the bone giant.
Tempest of Metal performs a melee critical strike against Temporal hound!
Temporal hound shrugs off the critical damage!
Temporal hound shrugs off the critical damage!
Temporal hound shrugs off the critical damage!
Polona surges with arcane power!
Temporal hound is on fire!
Temporal hound resists Polona's 'Cripple'!
Tempest of Metal performs a melee critical strike against Temporal hound!
Temporal hound shrugs off the critical damage!
Temporal hound shrugs off the critical damage!
Temporal hound shrugs off the critical damage!
Polona's tinker attains critical power!
Temporal hound is poisoned!
Polilewe the bone giant shoots!
Melee retaliation hits Polona for 2 acid, 3 physical, 3 acid, 3 physical (12 total damage).
Elemental Surge hits Temporal hound for 648 arcane damage.
Elemental Surge hits Polilewe the bone giant for (457 absorbed), 0 arcane (0 total damage).
Tempest of Metal hits Temporal hound for 40 fire, 26 cold, 23 lightning, 21 arcane, 4 fire, 5 cold, 5 lightning, 4 arcane, 28 fire, 34 cold, 29 lightning, 27 arcane, 12 fire, 15 cold, 24 lightning, 12 arcane, 28 fire, 34 cold, 29 lightning, 27 arcane, 6 fire, 7 cold, 6 lightning, 6 arcane (450 total damage).
Tempest of Metal hits Polilewe the bone giant for (18 absorbed), 0 fire, (16 absorbed), 0 cold, (17 absorbed), 0 lightning, (16 absorbed), 0 arcane, (3 absorbed), 0 fire, (3 absorbed), 0 cold, (3 absorbed), 0 lightning, (3 absorbed), 0 arcane, (22 absorbed), 0 fire, (19 absorbed), 0 cold, (21 absorbed), 0 lightning, (19 absorbed), 0 arcane, (15 absorbed), 0 fire, (13 absorbed), 0 cold, (14 absorbed), 0 lightning, (13 absorbed), 0 arcane (0 total damage).
Polona hits Polilewe the bone giant for (44 absorbed), 0 fire, (21 absorbed), 0 cold, (42 absorbed), 0 lightning, (39 absorbed), 0 arcane, (22 absorbed), 0 fire, (19 absorbed), 0 cold, (21 absorbed), 0 lightning, (19 absorbed), 0 arcane, (2 absorbed), 0 fire, (2 absorbed), 0 cold, (2 absorbed), 0 lightning, (2 absorbed), 0 arcane (0 total damage).
Saving game...