











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.6.7Official 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:
Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Better Item Description 1.6.6This 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 of Rage 1.6.7Official 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 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.6.7Official 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 Exploration |
| Sex | Male |
| Race | Orc |
| Class | Archer |
| Level / Exp | 50 / 779% |
| Size | medium |
| Lifes / Deaths | Killed by sun-mage recruit at level 11 on the 23rd Retaking 124th year of Ascendancy at 15:58 / 72Killed by corrupted ritch larva at level 19 on the 1st Revenge 124th year of Ascendancy at 16:30 Killed by ritch centipede at level 21 on the 2nd Revenge 124th year of Ascendancy at 20:40 Killed by Nerildayawyn the larvae bloated ritch mother at level 22 on the 3rd Revenge 124th year of Ascendancy at 06:46 Killed by ritch larva at level 22 on the 3rd Revenge 124th year of Ascendancy at 09:45 Killed by flame turret at level 23 on the 3rd Revenge 124th year of Ascendancy at 17:58 Killed by steamgun turret at level 23 on the 3rd Revenge 124th year of Ascendancy at 19:16 Killed by Asimrtheen the shalore at level 25 on the 13rd Revenge 124th year of Ascendancy at 06:45 Killed by Imian the shalore at level 25 on the 13rd Revenge 124th year of Ascendancy at 08:54 Killed by worm that walks at level 25 on the 17th Revenge 124th year of Ascendancy at 03:18 Killed by hajkyqw's Inner Demon at level 26 on the 17th Revenge 124th year of Ascendancy at 23:50 Killed by dreaming horror at level 26 on the 18th Revenge 124th year of Ascendancy at 08:24 Killed by dreaming horror at level 26 on the 18th Revenge 124th year of Ascendancy at 10:20 Killed by dreaming horror at level 26 on the 18th Revenge 124th year of Ascendancy at 12:04 Killed by dreaming horror at level 26 on the 18th Revenge 124th year of Ascendancy at 14:17 Killed by dreaming horror at level 26 on the 18th Revenge 124th year of Ascendancy at 16:12 Killed by Evdi the shalore at level 27 on the 24th Revenge 124th year of Ascendancy at 00:42 Killed by Araidi the shalore at level 27 on the 24th Revenge 124th year of Ascendancy at 02:03 Killed by Evdi the shalore at level 27 on the 24th Revenge 124th year of Ascendancy at 04:37 Killed by Isathra the sunwall vindicator at level 29 on the 33rd Revenge 124th year of Ascendancy at 23:50 Killed by Zubowyn the sun paladin at level 30 on the 36th Revenge 124th year of Ascendancy at 05:36 Killed by High Sun Paladin Aeryn at level 31 on the 38th Revenge 124th year of Ascendancy at 05:30 Killed by Salhatari the shalore at level 33 on the 5th Pain 124th year of Ascendancy at 02:34 Killed by saw horror at level 33 on the 9th Pain 124th year of Ascendancy at 07:37 Killed by Ermaiel the shalore at level 36 on the 11st Pain 124th year of Ascendancy at 12:21 Killed by Eliwen the grave wight at level 36 on the 15th Pain 124th year of Ascendancy at 19:11 Killed by Velysema the giant lightning ant at level 37 on the 16th Pain 124th year of Ascendancy at 17:24 Killed by Nektosh the One-Horned at level 38 on the 25th Dearth 124th year of Ascendancy at 19:09 Killed by Sleeping Eilinybretta at level 39 on the 29th Dearth 124th year of Ascendancy at 15:31 Killed by hajkyqw's Inner Demon at level 50 on the 16th Destruction 124th year of Ascendancy at 12:05 Killed by worm that walks at level 50 on the 16th Destruction 124th year of Ascendancy at 22:37 Killed by worm that walks at level 50 on the 17th Destruction 124th year of Ascendancy at 00:05 Killed by nightmare horror at level 50 on the 20th Destruction 124th year of Ascendancy at 06:27 Killed by spiked tentacle at level 50 on the 21st Destruction 124th year of Ascendancy at 02:18 Killed by Sher'Tul High Priest at level 50 on the 21st Destruction 124th year of Ascendancy at 05:43 Killed by oozing tentacle at level 50 on the 21st Destruction 124th year of Ascendancy at 08:49 Killed by Sher'Tul High Priest at level 50 on the 21st Destruction 124th year of Ascendancy at 12:08 Killed by Sher'Tul High Priest at level 50 on the 21st Destruction 124th year of Ascendancy at 15:24 Killed by spiked tentacle at level 50 on the 21st Destruction 124th year of Ascendancy at 17:19 Killed by hajkyqw at level 50 on the 21st Destruction 124th year of Ascendancy at 20:45 Killed by spiked tentacle at level 50 on the 21st Destruction 124th year of Ascendancy at 23:06 Killed by hajkyqw at level 50 on the 22nd Destruction 124th year of Ascendancy at 03:54 Killed by Sher'Tul High Priest at level 50 on the 22nd Destruction 124th year of Ascendancy at 07:56 Killed by hajkyqw at level 50 on the 22nd Destruction 124th year of Ascendancy at 11:04 Killed by Sher'Tul High Priest at level 50 on the 22nd Destruction 124th year of Ascendancy at 14:29 Killed by hajkyqw at level 50 on the 22nd Destruction 124th year of Ascendancy at 17:30 Killed by oozing tentacle at level 50 on the 22nd Destruction 124th year of Ascendancy at 20:09 Killed by spiked tentacle at level 50 on the 22nd Destruction 124th year of Ascendancy at 23:21 Killed by spiked tentacle at level 50 on the 23rd Destruction 124th year of Ascendancy at 02:21 Killed by eyed tentacle at level 50 on the 23rd Destruction 124th year of Ascendancy at 05:27 Killed by spiked tentacle at level 50 on the 23rd Destruction 124th year of Ascendancy at 07:57 Killed by hajkyqw at level 50 on the 23rd Destruction 124th year of Ascendancy at 10:29 Killed by eyed tentacle at level 50 on the 23rd Destruction 124th year of Ascendancy at 13:29 Killed by Sher'Tul High Priest at level 50 on the 23rd Destruction 124th year of Ascendancy at 17:08 Killed by Sher'Tul High Priest at level 50 on the 23rd Destruction 124th year of Ascendancy at 19:27 Killed by hajkyqw at level 50 on the 23rd Destruction 124th year of Ascendancy at 23:33 Killed by Sher'Tul High Priest at level 50 on the 24th Destruction 124th year of Ascendancy at 03:30 Killed by Sher'Tul High Priest at level 50 on the 24th Destruction 124th year of Ascendancy at 09:29 Killed by Sher'Tul High Priest at level 50 on the 24th Destruction 124th year of Ascendancy at 11:58 Killed by spiked tentacle at level 50 on the 24th Destruction 124th year of Ascendancy at 14:44 Killed by spiked tentacle at level 50 on the 24th Destruction 124th year of Ascendancy at 16:44 Killed by spiked tentacle at level 50 on the 24th Destruction 124th year of Ascendancy at 19:40 Killed by spiked tentacle at level 50 on the 24th Destruction 124th year of Ascendancy at 22:19 Killed by Sher'Tul High Priest at level 50 on the 25th Destruction 124th year of Ascendancy at 01:01 Killed by Sher'Tul High Priest at level 50 on the 25th Destruction 124th year of Ascendancy at 03:08 Killed by spiked tentacle at level 50 on the 25th Destruction 124th year of Ascendancy at 05:08 Killed by oozing tentacle at level 50 on the 25th Destruction 124th year of Ascendancy at 07:50 Killed by Sher'Tul High Priest at level 50 on the 25th Destruction 124th year of Ascendancy at 11:58 Killed by Sher'Tul High Priest at level 50 on the 25th Destruction 124th year of Ascendancy at 14:46 Killed by Sher'Tul High Priest at level 50 on the 25th Destruction 124th year of Ascendancy at 17:12 Killed by Sher'Tul High Priest at level 50 on the 25th Destruction 124th year of Ascendancy at 21:25 Killed by spiked tentacle at level 50 on the 25th Destruction 124th year of Ascendancy at 23:48 |
| Antimagic | Follower |
Primary Stats
| Strength | 25 (base 14) |
| Dexterity | 67 (base 60) |
| Constitution | 55 (base 32) |
| Magic | 9 (base 10) |
| Willpower | 68 (base 53) |
| Cunning | 78 (base 60) |
Resources
| Life | 1648/1648 |
| Steam | 100/100 |
| Stamina | 348/348 |
| Equilibrium | 30 |
| Healing Factor | 2.2199999999999 |
| Regeneration | 109.335 |
Speed
| Mental | +19% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 19 |
| See Stealth | 10 |
Offense: Mainhand
| Damage | 136 |
| Accuracy | 63 |
| Crit Chance | 39% |
| APR | 12 |
| Speed | 0.84 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +20% |
| Physical | +17% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| All | +15% |
Defense: Base
| Armour (hardiness) | 63 (70.376569037657%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 31 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 45%( 70%) |
| Cold | + 42%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 15%( 70%) |
| Lightning | + 32%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Stun Resistance | 70% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 40% |
| Poison Resistance | 25% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 506 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -421 life. The duration and life will increase by 1% for every 1% life you have lost (currently 421 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 197 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Technique / Agility | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.00 |
| 3/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 0.80 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Rapid Shot |
| talent | Insidious Poison |
| talent | Volatile Poison |
| talent | Antimagic Shield |
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 |
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 |
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 | pair of drakeskin leather boots 'Turoladur' (0 def, 5 armour) 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Wil +4 Cun +4 Con ----- def ----- Armour +5 Resists +9% blight +9% darkness +6% light Phys.save +24 (+8 eff.) Mind.save +19 (+6 eff.) HP.reg +6.00 Heal.mod +15% Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Stam/turn +1.10 Max.stam +26.00 Talents +4 Rocket Boots A pair of boots made of leather. |
| Quiver | psychokinetic pouch of stralite shots of annihilation (23/23, 50-60 power, 12 apr)3.0 T4 shot ammo [Ego++] Master/Psionic Power 50.0 - 60.0 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +12 Crit +7.5% Capacity 23 Proj.spd +200% Ranged+ +21 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 231 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | bright alchemist's lamp of health 1.0 T3 lite [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +20% light ----- def ----- Max.HP +44.00 ---------- misc Light +12 See.Stealth +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | leafwalker's dwarven-steel helm of dexterity (+6) (0 def, 4 armour) 3.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +6 Dex dps ---------- Acc +16 (+4 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +7% nature Spell.save +5 (+3 eff.) Max.HP +69.00 Heal.mod +13% ---------- misc Light +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +1 Sand Shredder Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | innervating dragonbone totem of healing [power 458] (15 cooldown)2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 458 Puts all charms on 15 cooldown 100% to reduce fatigue by 48% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | treant's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +11% nature +10% blight Max.HP +60.00 HP.reg +18.00 Heal.mod +16% Poison- +25% Disease- +28% Rings can have magical properties. |
| On fingers | gladiator's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +9 Str +8 Con dps ---------- Phys.pwr +12 (+4 eff.) ----- def ----- Max.HP +100.00 HP.reg +17.00 Heal.mod +18% Rings can have magical properties. |
| Around neck | Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+11 eff.) Steampwr +40 (+10 eff.) Spell.pwr +40 (+15 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 | halfling drakeskin leather sling of true flight 4.0 T5 sling 1H weapon [Ego++] Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: * splashes acid on your target dealing 57 damage and reducing their armor While equipped: dps ---------- Phys.crit +11.0% Dmg.mod +17% physical Acc +11 (+3 eff.) ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Defense +10 (+3 eff.) Fatigue +0% Resists +20% blight +20% cold +20% nature Proj.slow +25% Heal.mod +15% ---------- misc Max.enc +0 A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Gaseth the Smolderhack (0 def, 19 armour, 69-82.8 power, 272 block)7.0 T5 shield armor [Random Unique] Nature/Master When used to Attack: Power 69.0 - 82.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +272 Melee+ +8 fire +19 cold On Hit.r1 +16 acid While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +6% fire On shield block: * Deals 198 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On Hit (Melee): * 20% chance to reduce armor by 29% ----- def ----- Armour +19 Fatigue +8% Resists +6% acid +16% cold +22% fire Phys.save +12 (+4 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Cloak of Daggers (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +24% lightning +0% cold +0% nature Phys.save +10 (+3 eff.) Stun/Frz- +40% Has a 50% chance each turn to slash an adjacent enemy for 184 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 | enlightening reinforced leather armour of Eyal (12 def, 27 armour) 9.0 T4 light armor [Ego++] Nature/Psionic While equipped: Stats +7 Cun +4 Wil dps ---------- Melee Ret 50 physical ----- def ----- Armour +27 Defense +12 (+3 eff.) Fatigue +9% Mind.save +15 (+5 eff.) Max.HP +56.00 HP.reg +5.00 Heal.mod +15% A suit of armour made of leather. |
Inventory
wild infusion (res 21%; magical, physical; dur 2; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the psychic (range 8; phase 28; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour Reinforcement0.1 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: Explosive 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: Frost 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: 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. |
3 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. |
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: Poison Groove0.1 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: 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. |
3 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. |
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: Viral Injector0.1 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: White Light Emitter0.1 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. |
wanderer's stralite amulet of healing0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +3 Cun +7 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +4.00 Heal.mod +26% Cut- +60% ---------- misc Stam/turn +0.70 Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 311 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Khulmanar's Wrath (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon Reqs Str 52 [Unique] Arcane Power 70.0 - 105.0 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 82.72 fire damage, and flames will be left dealing a further 19.04 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
voratun battleaxe of evisceration (59-88.5 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Master Power 59.0 - 88.5 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +17.0% Phys.pwr +20 (+6 eff.) Massive two-handed battleaxes. |
plaguebringer's voratun dagger of evisceration (38.5-50.05 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Arcane/Master Power 38.5 - 50.1 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +15 blight On Hit: 20% Epidemic 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 19 On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +13 (+4 eff.) ----- def ----- Disease- +27% Sharp, short and deadly. |
resonating living mindstar of frost (17-18.7 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 14 cold Dmg.mod +4% mind +10% cold Res.pen +9% mind +14% cold ----- def ----- Armour +16 Resists +7% mind +13% cold Dmg.Resnn +25% ---------- misc Psi/ret +1.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
greater dragonbone starstaff of the prodigy (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +14 Mag +8 Wil +16 Cun dps ---------- Spell.crit +5% Spell.pwr +25 (+10 eff.) S.pwr/crit +9 Dmg.mod +30% physical +30% temporal +30% darkness +30% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
mage-hunter's voratun steamgun of piercing4.0 T5 steamgun 1H weapon [Ego++] Disrupt/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +7 (+2 eff.) Res.pen +12% all Acc +16 (+4 eff.) Apr +11 On Hit (Ranged): * 16 arcane resource burn ---------- misc Masteries +0.10 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun of true flight4.0 T5 steamgun 1H weapon [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +9.0% Acc +12 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Razorblade, the Cursed Waraxe (38-53.2 power, 16 apr)3.0 T5 waraxe 1H weapon Reqs Str 42 [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+10 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
blazebringer's voratun waraxe of crippling (41.5-58.1 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego++] Nature/Master Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +59 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% All.spd +7% Res.pen +23% fire One-handed war axes. |
Galen's Flowing Robe (0 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+14 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
fleetfooted pair of voratun boots of rushing (14 def, 5 armour)3.0 T5 feet armor [Ego++] Master While equipped: Stats +3 Str +9 Dex +3 Con ----- def ----- Armour +5 Defense +14 (+4 eff.) Fatigue +4% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-3 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. |
elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 T5 head armor [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
multi-hued drakeskin leather armour of acid resistance (20 def, 8 armour)9.0 T5 light armor [Ego+] Nature/Master While equipped: dps ---------- Mind.pwr +9 (+2 eff.) ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +40% acid +15% physical +14% cold +11% lightning +14% fire A suit of armour made of leather. |
4 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns)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 (+5 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 41.40 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. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Forbidden Tome: "The Illusory Castle"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. |
2 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. |
3 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. |
3 turquoise0.0 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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. |
Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
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. |
6 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. |
5 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. |
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 (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful voratun torque of gale force [power 475] (15 cooldown)2.0 T5 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 14 spaces and dealing 556 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
2 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. |
8 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. |
5 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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. |
2 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. |
2 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. |
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
A Fistful of Gold (Exploration mode)
Buy an item from an AAA.By hajkyqw the Orc Archer level 10
17th Retaking 124th year of Ascendancy at 12:59 see stats
Across the Narrow Sea (Exploration mode)
Destroyed the Sunwall Outpost to secure a way to the mainland.By hajkyqw the Orc Archer level 12
26th Retaking 124th year of Ascendancy at 04:03 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By hajkyqw the Orc Archer level 45
14th Loss 124th year of Ascendancy at 16:19 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By hajkyqw the Orc Archer level 27
24th Revenge 124th year of Ascendancy at 16:02 see stats
I did not want that! (Exploration mode)
Tricked Nektosh into killing one of his own people.By hajkyqw the Orc Archer level 38
25th Dearth 124th year of Ascendancy at 19:09 see stats
Level 10 (Exploration mode)
Got a character to level 10.By hajkyqw the Orc Archer level 10
17th Retaking 124th year of Ascendancy at 04:08 see stats
Level 20 (Exploration mode)
Got a character to level 20.By hajkyqw the Orc Archer level 20
1st Revenge 124th year of Ascendancy at 19:31 see stats
Level 30 (Exploration mode)
Got a character to level 30.By hajkyqw the Orc Archer level 30
34th Revenge 124th year of Ascendancy at 18:16 see stats
Level 40 (Exploration mode)
Got a character to level 40.By hajkyqw the Orc Archer level 40
29th Dearth 124th year of Ascendancy at 17:52 see stats
Level 50 (Exploration mode)
Got a character to level 50.By hajkyqw the Orc Archer level 50
15th Destruction 124th year of Ascendancy at 02:15 see stats
Once Upon A Time, In the West... (Exploration mode)
Hear the Eidolon's retelling of the Scourge from the West's journey.By hajkyqw the Orc Archer level 44
13rd Loss 124th year of Ascendancy at 17:55 see stats
One Ill Turn Deserves Another (Exploration mode)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By hajkyqw the Orc Archer level 50
15th Destruction 124th year of Ascendancy at 05:30 see stats
Reclaiming Garkul's Heritage (Exploration mode)
Freed the remnants of the Prides from the Internment Camp.By hajkyqw the Orc Archer level 43
50th Dearth 124th year of Ascendancy at 02:44 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By hajkyqw the Orc Archer level 26
18th Revenge 124th year of Ascendancy at 16:12 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By hajkyqw the Orc Archer level 50
23rd Destruction 124th year of Ascendancy at 13:22 see stats
The Dead God Rests (Exploration mode)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By hajkyqw the Orc Archer level 50
25th Destruction 124th year of Ascendancy at 23:38 see stats
The High Lady's Destiny (Finale) (Exploration mode)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By hajkyqw the Orc Archer level 31
38th Revenge 124th year of Ascendancy at 07:59 see stats
This will make a big Omelette! (Exploration mode)
Collected 40 ritch eggs in the Ritch Hive.By hajkyqw the Orc Archer level 20
2nd Revenge 124th year of Ascendancy at 06:25 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By hajkyqw the Orc Archer level 25
4th Revenge 124th year of Ascendancy at 03:38 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By hajkyqw the Orc Archer level 16
42nd Retaking 124th year of Ascendancy at 02:48 see stats
We weren't kidding! (Exploration mode)
Die to Nektosh's beam without being pinned, stunned, asleep, dazed, or confused.By hajkyqw the Orc Archer level 38
25th Dearth 124th year of Ascendancy at 19:09 see stats
You were not supposed to see that! (Exploration mode)
Read a Forbidden Tome.By hajkyqw the Orc Archer level 46
14th Loss 124th year of Ascendancy at 18:56 see stats
Log
Hajkyqw's tinker attains critical power!
Poison bursts out of Netherworm mass's corpse!
Hajkyqw roars triumphantly.
Hajkyqw's Shoot hits Netherworm mass for 193 physical, 19 physical, 96 acid (308 total damage).
Hajkyqw's Shoot killed Netherworm mass!
Talent Steady Shot is ready to use.
Hajkyqw is no longer inspired.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Hajkyqw is no longer attuned.
Hajkyqw picks up (b.): blink rune of the psychic (range 8; phase 28; cd 16).
There is a ladder to the previous level here (press '' or right click to use).
Ran for 7 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
You don't see how to get there...
You don't see how to get there...
Hajkyqw deactivates Trained Reactions.
Hajkyqw deactivates Rapid Shot.
Hajkyqw deactivates Insidious Poison.
Hajkyqw deactivates Apply Poison.
Hajkyqw deactivates Antimagic Shield.
Hajkyqw deactivates Volatile Poison.



























































































































