











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Hulk! 1.4.8 Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside): - When activated, start a New Game.
- You will find under game options > gameplay, a new setting that lets you toggle godmode on or off.
- You can change this setting any time at any place in the game.
Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Forbidden Cults 1.7.4Official 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 | Madness Roguelike |
| Sex | Male |
| Race | Hulk |
| Class | Annihilator |
| Level / Exp | 50 / 1757267% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 9050 (base 49) |
| Dexterity | 9052 (base 50) |
| Constitution | 9016 (base 10) |
| Magic | 9013 (base 10) |
| Willpower | 9044 (base 40) |
| Cunning | 9046 (base 41) |
Resources
| Life | 10861610/10861663 |
| Steam | 130/130 |
| Healing Factor | 1.411649900284 |
| Regeneration | 14130633.346663 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +200% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 4 |
| See Stealth | 21 |
| See Invisible | 19 |
Offense: Mainhand
| Damage | 2186 |
| Accuracy | 606 |
| Crit Chance | 3052% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 592 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 776 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +18% |
| Light | +18% |
| Temporal | +18% |
| Blight | +28% |
| Physical | +30% |
| Fire | +26% |
| All | +10% |
Offense: Damage Penetration
| Light | +35% |
| Nature | +31% |
Defense: Base
| Armour (hardiness) | 115.72307323196 (96.438666929426%) |
| Defense | 511 |
| Ranged Defense | 511 |
| Fatigue | 0 |
| Physical Save | 503 |
| Spell Save | 502 |
| Mental Save | 505 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Mind | + 70%( 70%) |
| All | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
| 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 6514% efficiency and cooldown mod of 87%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. |
Class Talents
| Cunning / Tactical | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Steamtech / Artillery | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Incendiary Grenade |
| beneficial effect | Immune to physical effects. Spine of the World |
| detrimental effect | Continuously drain blood, dealing 60.76 physical damage per turn and healing the caster for half of it. Bloodstar |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 35% and triggers a radius 7 conal explosion dealing 44% steamgun damage. 3 stacks remaining. Reactive Armor |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
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. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
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. | active |
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 (10 def, 18 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +10 Str +12 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +18 Defense +10 (+1 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | Blindworm the pouch of voratun shots (22/22, 180% power, 6 apr)3.0 T5 shot ammo [Random Unique] Arcane/Master/Psionic Power 181% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +18.0% Capacity 22 Rld cld 2 Ranged+ +29 darkness +37 physical On Hit.r1 +8 darkness +8 cold On Crit.r2 +20 darkness +16 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 1261 physical damage On Crit: * Wound the target dealing 1322 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Zubebremina the dwarven lantern1.0 T5 lite [Random Unique] Master/Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+0 eff.) ----- def ----- Resists +12% nature Spell.save +4 (+0 eff.) Mind.save +30 (+1 eff.) Heal.mod +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +8 See.Stealth +21 See.Invis +19 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (4 def, 15 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Con ----- def ----- Armour +15 Defense +4 (+0 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
| Tool | Qog's Essentials2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Gain a random beneficial effect. Uses 30 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
| On fingers | Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+1 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| On fingers | Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 80 power out of 100/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around waist | Blindraider1.0 T5 belt armor [Rare] Arcane While equipped: Stats +7 Cun +15 Wil dps ---------- Spell.pwr +10 (+1 eff.) Res.pen +35% light ----- def ----- Defense +30 (+1 eff.) Resists +7% arcane +21% acid Phys.save +15 (+1 eff.) Mind.save +30 (+1 eff.) ---------- misc Psi/ret +0.24 A belt that goes around your waist. |
| In main hand | The Shotgonne9.0 T5 steamgun 2H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Dmg.mult 125% Range +6 Proj.spd +600% Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
| On hands | Steam Powered Gauntlets (0 def, 15 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +8 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +15 Disarm- +50% ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 145% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+0 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+1 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+1 eff.) Mind.save +25 (+1 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 863 Armour, 1208 Defense and your attacks will gain 70% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
| Cloak | Phlegmhunter (3 def, 0 armour)2.0 T5 cloak armor [Rare] Arcane While equipped: dps ---------- Phys.pwr +25 (+0 eff.) S.pwr/crit +12 Dmg.mod +18% blight +12% physical Res.pen +31% nature ----- def ----- Defense +3 (+0 eff.) Resists +4% physical Spell.save +15 (+0 eff.) Mind.save +15 (+1 eff.) ---------- misc Mana/turn +0.32 Max.mana +120.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Corpsenoon'0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +8 Mag dps ---------- Spell.crit +6% Phys.pwr +10 (+0 eff.) Spell.pwr +6 (+0 eff.) Dmg.mod +8% temporal +8% light +6% fire +8% physical +8% darkness Melee Ret 12 nature On Hit (Melee): * 20% chance to slow global speed by 210% ----- def ----- Armour +10 Fatigue -10% Phys.save +30 (+2 eff.) Spell.save +30 (+1 eff.) Mind.save +26 (+1 eff.) HP.reg +5.00 ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
Inventory
steam generator implant (steam 13)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.8 steam per turn. Can be activated for an instant burst of 64 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 95; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 95 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
shielding rune (absorb 306; dur 7; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 306 damage for 7 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+1 eff.) Spell.save +15 (+0 eff.) Mind.save -7 (+0 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+1 eff.) Steampwr +40 (+1 eff.) Spell.pwr +40 (+2 eff.) Mind.pwr +40 (+1 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." |
Gorurelin0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +7 Dex dps ---------- Phys.pwr +37 (+1 eff.) Dmg.mod +18% acid ----- def ----- Defense +37 (+2 eff.) Resists +36% acid +4% physical +18% mind ---------- misc Max.stam +37.23 Infravis +4 Rings make your fingers look great! |
rogue's voratun ring of power0.1 T5 ring jewelry [Ego] Arcane/Master While equipped: Stats +7 Cun dps ---------- Phys.pwr +13 (+0 eff.) Spell.pwr +15 (+1 eff.) Mind.pwr +15 (+0 eff.) ----- def ----- Defense +14 (+1 eff.) Rings make your fingers look great! |
voratun battleaxe of torment (168% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Psionic Power 169% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed battleaxes. |
Deepssmasher (149% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Disrupt/Master Power 149% Range: 1.3x Uses 40% Wil, 50% Str, 50% Mag 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 acid On Crit.r2 +40 acid +32 nature On Hit: * 18% chance to slow global speed by 210% While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Dmg.mod +18% acid Res.pen +35% acid +20% nature +15% darkness Acc +15 (+0 eff.) Apr +15 Sharp, short and deadly. |
acidic voratun dagger of evisceration (147% power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 147% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 771 damage over 5 turns and reducing armor and accuracy by 97 * Wound the target dealing 1322 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +13 (+0 eff.) Sharp, short and deadly. |
chilling voratun dagger of corruption (146% power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Arcane Power 146% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +13 cold On Hit: 20% Curse of Vulnerability 5 Sharp, short and deadly. |
steel greatmaul 'Oozefurnace' (150% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 151% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 nature On Hit.r1 +20 nature +16 lightning While equipped: Stats +3 Con dps ---------- Dmg.mod +15% nature ----- def ----- Resists +12% darkness +4% physical HP.reg +4.00 Heal.mod +21% Massive two-handed mauls. |
Ce'Nuba the Blindblur (153% power, 8 apr)3.0 T2 greatsword 2H weapon [Rare] Psionic Power 153% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +3.0% Atk.spd 100% Melee+ +19 mind On Hit: * 28% chance to reduce all saves and defense by 164 While equipped: Stats +6 Cun +9 Wil dps ---------- Crit.mult +10.00% Res.pen +26% darkness Apr +2 ----- def ----- Phys.save +9 (+1 eff.) ---------- misc Stam/turn +3.17 Max.hate +6.00 Massive two-handed swords. |
flaming stralite greatsword of ruin (162% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Arcane/Master Power 163% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit.r1 +24 fire While equipped: dps ---------- Phys.crit +14.0% Crit.mult +42.00% Apr +17 Massive two-handed swords. |
Ureslak's Flaming Femur (164% power, 5 apr)3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 164% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Fire burn Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers While equipped: dps ---------- All.spd +30% Dmg.mod +30% fire Res.pen +30% fire ----- def ----- Resists +45% fire A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. This item has been sent to the Item's Vault. |
potent dragonbone vilestaff of fate (148% power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego] Arcane Power 149% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +17 (+1 eff.) Dmg.mod +39% fire ----- def ----- Phys.save +11 (+1 eff.) Spell.save +9 (+0 eff.) Mind.save +10 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's yew starstaff (120% power, 4 apr, light element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+0 eff.) Dmg.mod +20% light ----- def ----- Resists +10% darkness +10% temporal Def/telep +11 Res/telep +17% Dur/telep +13% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Annihilator4.0 T5 steamgun 2H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 333% Dmg.mult 100% Range +8 Proj.spd +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
Talosis' Counterpoint4.0 T2 steamgun 1H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+0 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of sorcery (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shimmering silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Nature While equipped: dps ---------- Dmg.mod +26% arcane ----- def ----- Resists +11% blight +13% all Max.HP +61.00 HP.reg +4.60 Heal.mod +26% ---------- misc Max.mana +90.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of voratun boots of force (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +18 (+0 eff.) Spell.pwr +18 (+1 eff.) Mind.pwr +13 (+0 eff.) ----- def ----- Armour +5 Fatigue +4% Resists +14% fire +14% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bregyrion the Magmawasp (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Str +11 Mag dps ---------- Dmg.mod +15% blight +18% fire +7% arcane Res.pen +26% light Melee Ret 6 fire ----- def ----- Armour +2 Fatigue +3% Resists +12% fire ---------- misc See.Invis +21 Unarmed combat: Power 120% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +13 arcane On Crit.r2 +11 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 96% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
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 (+0 eff.) Spell.pwr -10 (+0 eff.) Mind.pwr -10 (-1 eff.) ----- def ----- Defense -10 (+0 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. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
eldritch cashmere wizard hat of balance (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane/Psionic While equipped: dps ---------- Spell.pwr +7 (+0 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +1.20 Mana/ret +1.80 Equi/ret +1.60 Psi/ret +1.40 Hate/ret +2.10 Max.mana +81.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 70 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
voratun helm of trickery (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+1 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
radiant stralite mail armour of the deep (4 def, 12 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +5 Wil ----- def ----- Armour +12 Defense +4 (+0 eff.) Fatigue +12% Resists +18% blight +13% cold +26% darkness +11% acid ---------- misc Light +1 Breathe water A suit of armour made of mail. |
rejuvenating steel mail armour of implacability (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +6% Phys.save +8 (+1 eff.) HP.reg +3.20 ---------- misc Stam/turn +1.10 A suit of armour made of mail. |
searing voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 21 acid 19 fire Melee Ret 13 acid 11 fire ----- def ----- Armour +10 Defense +5 (+0 eff.) Fatigue +12% Resists +30% acid +20% fire A suit of armour made of mail. |
rejuvenating cured leather armour of the wind (12 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Apr +7 ----- def ----- Armour +4 Defense +12 (+1 eff.) Fatigue +7% HP.reg +3.20 ---------- misc Stam/turn +1.40 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 21193 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
troll-hide reinforced leather armour of the wind (20 def, 7 armour)9.0 T4 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +7.0% Apr +14 ----- def ----- Armour +7 Defense +20 (+1 eff.) Fatigue +8% Max.HP +45.00 HP.reg +6.60 Heal.mod +16% ---------- misc Stam/turn +0.70 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 16491 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Emonne the Unlightmalice (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +8 Wil +7 Mag dps ---------- Dmg.mod +33% blight +9% arcane +12% darkness Res.pen +20% blight +20% darkness +36% arcane On Hit (Melee): * 29% chance to reduce strength, dexterity, and constitution by 111 ----- def ----- Armour +16 Fatigue +22% Resists +12% blight HP.reg +6.30 ---------- misc Stam/turn +1.60 A suit of armour made of metal plates. |
Therapeutic Platemail (4 def, 10 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+0 eff.) ----- def ----- Armour +10 Defense +4 (+0 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
steel plate armour 'Flashcrypt' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Mind.pwr +10 (+0 eff.) Dmg.mod +12% light Melee Ret 8 cold ----- def ----- Armour +9 Fatigue +22% Resists +12% light +30% cold Mind.save +9 (+1 eff.) ---------- misc Max.hate +4.00 A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 150% power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 150% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+1 eff.) Rng.Def +8 (+1 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Duridan the Smearfury (0 def, 10 armour, 179% power, 192.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master/Psionic When used to Attack: Power 180% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +192 Melee+ +17 acid +30 physical +8 mind On Hit.r1 +4 mind On Crit.r2 +21 nature While equipped: Stats +5 Con +5 Wil dps ---------- Dmg.mod +15% blight +21% mind On Melee Ret: * 16% chance to reduce armor by 123% ----- def ----- Armour +10 Fatigue +8% Resists +20% acid +19% physical +30% lightning Shield.near.proj +110 Proj.slow +40% ---------- misc Talents +1 Block Handheld deflection devices. |
Lelibar the steel shield (0 def, 4 armour, 113% power, 43 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Master/Psionic When used to Attack: Power 113% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +43 Melee+ +12 physical While equipped: Stats +1 Wil ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning +10% physical +15% cold Shield.near.proj +13 Proj.slow +12% Max.HP +20.00 Heal.mod +10% ---------- misc Talents +1 Block Handheld deflection devices. |
Zanalagas the Blindraze (0 def, 6 armour, 137% power, 81.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 137% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +21 blight On Hit: * 21% chance to reduce armor by 123% While equipped: dps ---------- Dmg.mod +12% acid +21% cold +15% blight Res.pen +20% cold Melee Ret 11 light ----- def ----- Armour +6 Fatigue +8% Resists +16% physical ---------- misc Light +3 Talents +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 97% power, 16.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 97% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +16 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
barbed quiver of yew arrows of paradox (17/17, 151% power, 10 apr)3.0 T3 arrow ammo [Ego+] Arcane/Master Power 152% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Mag 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +17.0% Capacity 17 Ranged+ +14 temporal On Hit: * 14% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 1322 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
698 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. |
onyx0.0 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+0 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
4 emerald0.0 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. |
4 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+0 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +11 (+0 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Hettytir'1.0 T5 lite [Rare] Nature While equipped: Stats +9 Wil dps ---------- Mind.pwr +25 (+0 eff.) Dmg.mod +18% physical Res.pen +36% physical Acc +30 (+1 eff.) ----- def ----- Resists +21% darkness +15% acid Mind.save +21 (+1 eff.) Die.at -100.00 life Max.HP +80.00 ---------- misc Hate/m.crit +5.00 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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. |
7 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. |
9 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 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. |
2 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. |
Rod of Recall (0/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 200/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 43] amazing fiery salve [power 43]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 3 magical effects and grants a fiery aura (43% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 22] simple frost salve [power 22]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 275] simple healing salve [power 275]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 275 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Frozen Shards (25/25, 139% power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Ice Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Scattermind (18/20, 115% power, 7 apr)3.0 T3 shot ammo [Unique] Nature/Psionic Power 115% Range: 1.2x Uses 40% Wil, 60% Dex, 50% Mag 60% Cun Dmg Mind Acc+ +0.2% base dam (max 20%) Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
barbed pouch of dwarven-steel shots of paradox (22/22, 152% power, 3 apr)3.0 T3 shot ammo [Ego+] Arcane/Master Power 152% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +15.0% Capacity 22 Ranged+ +12 temporal On Hit: * 8% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 1322 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of annihilation (23/23, 150% power, 10 apr)3.0 T3 shot ammo [Ego+] Master Power 151% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +9.0% Capacity 23 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
pouch of iron shots (18/18, 109% power, 1 apr)3.0 T1 shot ammo [Normal] Power 109% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
17 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. |
11 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 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. |
3 quartz0.0 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. |
7 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. |
ametrine0.0 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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +10% blight +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. It was hardened by the digestive sack. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Madness (Roguelike) difficulty)
Buy an item from an AAA.By jlk the Hulk Annihilator level 50
25th Revenge 124th year of Ascendancy at 04:06 see stats
Across the Narrow Sea (Madness (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By jlk the Hulk Annihilator level 50
6th Revenge 124th year of Ascendancy at 23:35 see stats
Blood on the Moon (Madness (Roguelike) difficulty)
Kill all of the Star Gazers within 7 game turns.By jlk the Hulk Annihilator level 50
12nd Revenge 124th year of Ascendancy at 06:26 see stats
Catch that Plumpkin! (Madness (Roguelike) difficulty)
Finish the Plumpkin event.By jlk the Hulk Annihilator level 50
9th Pain 124th year of Ascendancy at 10:51 see stats
Do not go gentle into that good night (Madness (Roguelike) difficulty)
Trapped John.By jlk the Hulk Annihilator level 50
19th Dearth 124th year of Ascendancy at 02:30 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By jlk the Hulk Annihilator level 50
11st Pain 124th year of Ascendancy at 20:49 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By jlk the Hulk Annihilator level 50
25th Revenge 124th year of Ascendancy at 03:29 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By jlk the Hulk Annihilator level 50
38th Retaking 124th year of Ascendancy at 14:40 see stats
Here, I Think You Dropped This (Madness (Roguelike) difficulty)
Killed Ureslak the Eternal while wielding Ureslak's Femur.By jlk the Hulk Annihilator level 50
22nd Revenge 124th year of Ascendancy at 18:34 see stats
Imp'ing Away (Madness (Roguelike) difficulty)
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By jlk the Hulk Annihilator level 50
44th Dearth 124th year of Ascendancy at 07:44 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By jlk the Hulk Annihilator level 10
14th Retaking 124th year of Ascendancy at 18:38 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By jlk the Hulk Annihilator level 20
38th Retaking 124th year of Ascendancy at 07:30 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By jlk the Hulk Annihilator level 30
38th Retaking 124th year of Ascendancy at 07:30 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By jlk the Hulk Annihilator level 40
38th Retaking 124th year of Ascendancy at 07:30 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By jlk the Hulk Annihilator level 50
38th Retaking 124th year of Ascendancy at 07:42 see stats
Make Him Squirm (Madness (Roguelike) difficulty)
Made Nektosh use up the last of his power, then left the area and ignored him until beating the game. The other Whitehooves will catch on any second now...By jlk the Hulk Annihilator level 50
44th Dearth 124th year of Ascendancy at 02:19 see stats
No Steam, No Palace. No Palace, No Palace! (Madness (Roguelike) difficulty)
Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By jlk the Hulk Annihilator level 50
28th Dearth 124th year of Ascendancy at 23:44 see stats
Once Upon A Time, In the West... (Madness (Roguelike) difficulty)
Hear the Eidolon's retelling of the Scourge from the West's journey.By jlk the Hulk Annihilator level 50
11st Pain 124th year of Ascendancy at 20:49 see stats
One Ill Turn Deserves Another (Madness (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By jlk the Hulk Annihilator level 50
28th Dearth 124th year of Ascendancy at 23:44 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By jlk the Hulk Annihilator level 16
38th Retaking 124th year of Ascendancy at 07:27 see stats
Radiant Horrorc (Madness (Roguelike) difficulty)
While fighting in a Sunwall zone, use a Fiery Salve to reach at least 66% affinity for Fire and Light. Pointing and laughing is optional.By jlk the Hulk Annihilator level 50
42nd Pain 124th year of Ascendancy at 22:49 see stats
Reclaiming Garkul's Heritage (Madness (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By jlk the Hulk Annihilator level 50
25th Loss 124th year of Ascendancy at 03:54 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By jlk the Hulk Annihilator level 9
14th Retaking 124th year of Ascendancy at 18:08 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By jlk the Hulk Annihilator level 1
10th Retaking 124th year of Ascendancy at 11:25 see stats
The Dead God Rests (Madness (Roguelike) difficulty)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By jlk the Hulk Annihilator level 50
44th Dearth 124th year of Ascendancy at 02:19 see stats
The High Lady's Destiny (Finale) (Madness (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By jlk the Hulk Annihilator level 50
12nd Dearth 124th year of Ascendancy at 19:10 see stats
The Restless Dead (Madness (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By jlk the Hulk Annihilator level 50
19th Dearth 124th year of Ascendancy at 11:04 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By jlk the Hulk Annihilator level 14
22nd Retaking 124th year of Ascendancy at 05:56 see stats
Total Annihilation: Redundancy (Madness (Roguelike) difficulty)
Wield the Annihilator as an Annihilator.By jlk the Hulk Annihilator level 50
41st Dearth 124th year of Ascendancy at 22:47 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By jlk the Hulk Annihilator level 50
12nd Revenge 124th year of Ascendancy at 08:55 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By jlk the Hulk Annihilator level 6
11st Retaking 124th year of Ascendancy at 06:27 see stats
Log
Jlk become impervious to physical effects.
Jlk is caught in the bloodstar.
Acid Splash from Orc berserker hits Ogre mauler for (1 absorbed), 0 acid (0 total damage).
Bloodstar from Gloroldawyn the ogre mauler hits jlk for 20 fire, (33 shifted), 0 physical (20 total damage).
Ogre mauler uses Infusion: Regeneration.
Ogre mauler starts regenerating health quickly.
Something receives 52 healing from jlk.
Bloodstar from Gloroldawyn the ogre mauler hits jlk for (48 shifted), 0 fire, 57 physical (57 total damage).
Space around you starts to dissolve...
Something receives 52 healing from jlk.
Bloodstar from Gloroldawyn the ogre mauler hits jlk for 48 fire, 57 physical (105 total damage).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southeast (Xiranne the ogre rune-spinner)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southeast (Xiranne the ogre rune-spinner)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southeast (Xiranne the ogre rune-spinner)).
Xiranne the ogre rune-spinner casts Flame.
Xiranne the ogre rune-spinner hits Something for 97 fire damage.
Acid Splash from Orc berserker hits Ogre mauler for (1 absorbed), 0 acid (0 total damage).
Bleeding from Xiranne the ogre rune-spinner hits Orc berserker for 75 physical damage.
Burning from Xiranne the ogre rune-spinner hits Orc berserker for 32 fire damage.
Something receives 30 healing from jlk.
Bloodstar from Gloroldawyn the ogre mauler hits jlk for 20 fire, 33 physical (52 total damage).
Ogre mauler hits Orc berserker for 81 physical damage.
































































































































































