









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Bikini Tinker 1.7.0Slightly modifies internal tinker implementation so that attaching or detaching a tinker on a bikini or mankini does not count as taking it off for purposes of the associated achievement. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Unlocked Adventurer 1.5.10This unlocks various(all?) talents trees at x1.3 for Adventurers, including possessor, stone warden and cursed/cursed aura. This addon REQUIRES possessors to be enabled, meaning you must be a donator, and logged in. Proper Possession 1.7.0
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!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. Embers of Rage 1.7.4Official Expansion!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. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Automated Portable Extractor (APE) Tweak 1.3.0Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Effects Under Actors 1.7.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Insane Roguelike |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Reaver |
| Level / Exp | 50 / 1273% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 86 (base 60) |
| Dexterity | 41 (base 25) |
| Constitution | 71 (base 14) |
| Magic | 64 (base 60) |
| Willpower | 36 (base 10) |
| Cunning | 79 (base 60) |
Resources
| Life | 2062/2062 |
| Steam | 100/100 |
| Psi | 74/116 |
| Vim | 152/256 |
| Healing Factor | 1.3818019533319 |
| Regeneration | 14.163470021652 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8.340658617698 |
| Infravision | 2 |
| See Stealth | 20 |
| See Invisible | 27 |
Offense: Mainhand
| Damage | 220 |
| Accuracy | 64 |
| Crit Chance | 48% |
| APR | 6 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 167 |
| Accuracy | 64 |
| Crit Chance | 46% |
| APR | 6 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +41% |
| Cold | +29% |
| Blight | +62% |
| Acid | +23% |
| Mind | +56% |
| All | +14% |
Offense: Damage Penetration
| Blight | +20% |
| Arcane | +5% |
| Mind | +15% |
| Temporal | +28% |
Defense: Base
| Armour (hardiness) | 122.08934837382 (96.151787968034%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 38 |
| Physical Save | 65 |
| Spell Save | 48 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 49%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 70%( 70%) |
| All | + 25%( 70%) |
| Lightning | + 50%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 30%( 70%) |
| Physical | + 35%( 70%) |
| Darkness | + 32%( 70%) |
| Fire | + 48%( 70%) |
| Mind | + 38%( 70%) |
Defense: Immunities
| Silence Resistance | 22% |
| Disarm Resistance | 81% |
| Knockback Resistance | 50% |
| Confusion Resistance | 22% |
| Stun Resistance | 20% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 168 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 179% efficiency and cooldown mod of 54%. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 213 then cleanse 1 wound, poison, and disease effect. 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 158% efficiency and cooldown mod of 50%. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Corruption / Scourge | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Rot | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Corruption / Vim | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Corruption / Plague | 1.69 |
| 4/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Corruption / Sanguisuge | 1.39 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Ruin |
| talent | Chant of Fortitude |
| talent | Infestation |
| talent | Overkill |
| talent | Skate |
| talent | Bone 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. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * 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. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| Light source | Ashbearer the dwarven lantern1.0 Encumbrance T5 lite [Rare] Psionic While equipped: offense ------ When Hit 10 fire defense ------ Defense +10 (+3 eff.) Resistance +17% mind +9% cold Mind save +14 (+4 eff.) Life +111.36 Silence Resist +22% Confus Resist +22% other ------- Light +8 Infravision +2 See Stealth +20 See Invis +24 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
| Tool | Blazepain the voratun torque of gale force [power 475] (15 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Damage +39% blight +15% cold +12% mind +27% lightning Ignore resists +20% blight When Hit 10 blight On-Hit (Melee): * 26% chance to reduce strength, dexterity, and constitution by 30 defense ------ Resistance +30% cold other ------- Max hate +13.15 Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 542 physical damage Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Layegatha0.1 Encumbrance T4 ring jewelry [Random Unique] Master While equipped: Stats +6 Str +8 Dex +3 Wil +8 Cun +10 Con offense ------ Physical Power +10 (+2 eff.) Accuracy +9 (+3 eff.) defense ------ Fatigue -7% Resistance +6% light +6% darkness +5% arcane other ------- Encumbrance +28 Rings make your fingers look great! |
| On fingers | painweaver's voratun ring of misery0.1 Encumbrance T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun offense ------ Physical Power +18 (+3 eff.) Spellpower +17 (+4 eff.) Mindpower +18 (+4 eff.) On-Hit 15 physical On-Ranged-Hit 11 physical Damage +6% all On-Hit (Melee): * 15% chance to reduce all saves and defense by 37 On-Hit (Ranged): * 15% chance to reduce all saves and defense by 37 other ------- Hate-on-crit +2.00 Max hate +15.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | voratun amulet 'Erihor'0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +12 Con offense ------ Critical power +20.00% Damage +9% acid defense ------ Armor +8 Resistance +30% fire +30% cold Physical save +26 (+7 eff.) Life +80.00 Life Regen +10.00 other ------- See Invis +3 Masteries +0.39 Corruption/Sanguisuge +0.39 Corruption/Plague Amulets make your neck look great! |
| In main hand | Eremalathahek the Bleakpiercer (52-73 power, 6 apr) 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 52.0 - 72.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +20 blight On Hit: * injects a simple virus dealing 103 blight damage on hit and lowering the victims highest stat On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +11 Con +15 Wil offense ------ Physical Crit +12.0% Spellpower/crit +6 Ignore resists +5% arcane defense ------ Resistance +3% darkness Life +99.00 Sharp, long, and deadly. |
| Around waist | Lorostir1.0 Encumbrance T5 belt armor [Rare] Arcane While equipped: offense ------ Damage +0% acid +9% blight +0% fire +30% mind +0% nature Ignore resists +28% temporal When Hit 6 blight defense ------ Armor +21 Resistance +21% lightning Pinning Resist +22% Create a temporary shield that absorbs 371 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In off hand | Dranarigas (45-63 power, 6 apr) 3.0 Encumbrance T5 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 45.0 - 63.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +13 fire On Hit: * injects a simple virus dealing 110 blight damage on hit and lowering the victims highest stat While equipped: Stats +4 Str +5 Dex +3 Wil +4 Cun offense ------ Combat Speed +10% Accuracy +29 (+8 eff.) defense ------ Defense +13 (+4 eff.) Resistance +6% blight Crit Resistance 10.00% Disarm Resist +31% Blunt and deadly. |
| Cloak | elven-silk cloak 'Tulibar' (15 def, 8 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +4 Wil offense ------ Ignore resists +15% mind When Hit 2 temporal On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 defense ------ Armor +8 Defense +15 (+5 eff.) Resistance +12% lightning +6% temporal Physical save +17 (+4 eff.) Spell save +44 (+14 eff.) Mind save +30 (+8 eff.) Stun Resist +20% other ------- Max mana +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tarrasca (0 def, 50 armour)17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats +15 Con defense ------ Armor +50 Hardiness +15% Fatigue +35% Physical save +45 (+11 eff.) Knockbk Resist +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 3/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Inventory
steam generator implant of the psychic (steam 11)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion of the titan (res 30%; mental; dur 2; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
2 schematic: Acid Groove0.1 Encumbrance 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: Air Recycler0.1 Encumbrance 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: Alchemist's Helper0.1 Encumbrance 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: Antimagic Shell0.1 Encumbrance 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: Corrosive Shell0.1 Encumbrance 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: Crystal Edge0.1 Encumbrance 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: Deflection Field0.1 Encumbrance 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: Fatal Attractor0.1 Encumbrance 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: Flash Powder0.1 Encumbrance 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: Focus Lens0.1 Encumbrance 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: Frost Salve0.1 Encumbrance 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 Encumbrance 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: Healing Salve0.1 Encumbrance 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: Incendiary Groove0.1 Encumbrance 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: Iron Grip0.1 Encumbrance 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: Itching Powder0.1 Encumbrance 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: Lightning Coil0.1 Encumbrance 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 Encumbrance 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: Mental Stimulator0.1 Encumbrance 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: Moss Tread0.1 Encumbrance 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 Encumbrance 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: Poison Groove0.1 Encumbrance 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 Shell0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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: Spike Attachment0.1 Encumbrance 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 Encumbrance 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. |
5 schematic: Steamgun0.1 Encumbrance 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 Encumbrance 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: Thunder Grenade0.1 Encumbrance 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: Toxic Shell0.1 Encumbrance 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: Unstoppable Force Salve0.1 Encumbrance 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: Viral Injector0.1 Encumbrance 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: Waterproof Coating0.1 Encumbrance 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: Winterchill Edge0.1 Encumbrance 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. |
Eilinugalaith the Blastkiller0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +6 Dex +7 Wil offense ------ Critical power +17.00% Spellpower +12 (+3 eff.) Mindpower +11 (+3 eff.) Damage +12% blight +9% fire +6% lightning Ignore resists +10% lightning defense ------ Fatigue -8% Mind save +13 (+4 eff.) Life Regen +4.00 Confus Resist +12% Amulets make your neck look great! |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Gardanion, the Light of God0.1 Encumbrance T5 amulet jewelry [Unique] Unknown While equipped: offense ------ Physical Power +40 (+7 eff.) Steampower +40 (+10 eff.) Spellpower +40 (+10 eff.) Mindpower +40 (+10 eff.) May understand old Sher'Tul language. When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Grinutolethel the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +10% mind defense ------ Resistance +22% cold +35% fire +6% temporal Unlife -80.00 life Life Regen +4.00 Healmod +10% Blind Resist +20% Poison Resist +10% Amulets make your neck look great! |
Saloriakira0.1 Encumbrance T5 amulet jewelry [Rare] Arcane While equipped: Stats +4 Dex +8 Mag +8 Wil offense ------ Spell Crit +6% Critical power +15.00% Spellpower +6 (+1 eff.) Spellpower/crit +11 Damage +8% temporal +8% light +8% physical +15% mind +8% darkness defense ------ Crit Resistance 16.97% other ------- Mana-on-crit +2.26 Amulets make your neck look great! |
Ring of Lost Love0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil defense ------ Resistance +25% mind You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -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. |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
conjurer's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +7 (+1 eff.) Accuracy +9 (+3 eff.) Ignore Armor +7 defense ------ Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 81% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
sneakthief's gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun +6 Dex offense ------ On-Hit 14 physical On-Ranged-Hit 10 physical Accuracy +7 (+2 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 37 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 37 other ------- Hate-on-crit +1.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 50% Mag, 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Corpathus (40-56 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +4.0% Attack Speed 100% On-hit +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Crooked Club (25-35 power, 4 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Ureslak's Flaming Femur (52-73 power, 5 apr)3.0 Encumbrance T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Weapon Damage 52.0 - 72.8 Fire burn Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 10% chance to shimmer to a different hue and gain powers While equipped: offense ------ Global Speed +30% Damage +30% fire Ignore resists +30% fire defense ------ Resistance +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. |
plaguebringer's steel mace of corruption (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego++] Arcane Weapon Damage 14.5 - 20.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +7 blight On Hit: 20% Curse of Impotence 2 On Hit: 20% Epidemic 2 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 30 While equipped: defense ------ Disease Resist +15% Blunt and deadly. |
Ce'Nadana the Firefiend (30-42 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 42.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +8 fire On-Hit, radius 1 +12 mind On Crit: * Splash the target with acid dealing 183 damage over 5 turns and reducing armor and accuracy by 23 While equipped: Stats +4 Cun offense ------ Physical Crit +17.0% Critical power +37.00% Ignore Armor +19 other ------- Equi when Hit +0.08 One-handed war axes. |
Samemadogrim the Lightningradiance (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +10 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 30 * 10% chance to reduce armor by 41% * Create an explosion dealing 110 acid damage (1/turn) On Crit: * Splash the target with acid dealing 183 damage over 5 turns and reducing armor and accuracy by 23 While equipped: offense ------ Damage +16% acid +6% lightning Ignore resists +10% acid defense ------ Resistance +12% lightning Disease Resist +19% One-handed war axes. |
Tareldir (21-29 power, 16 apr)3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 21.0 - 29.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +4.5% Attack Speed 100% Phasing +12% On-hit +5 mind On Hit: * 16% chance to reduce all saves and defense by 37 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun +3 Wil offense ------ Physical Crit +9.0% Ignore resists +10% acid When Hit 2 acid On-Hit (Melee): * 20% chance to reduce armor by 41% One-handed war axes. |
hateful stralite waraxe of massacre (43-60 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego] Master/Psionic Weapon Damage 43.0 - 60.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +14 darkness Damage Against +5% Living One-handed war axes. |
Skeletal Claw (55-61 power, 8 apr)3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Physical Uses 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 125% On-hit +30 bleed On-crit, radius 2 +50 bleed On Hit: 10% Bone Grab 3 On Hit: 20% Bone Spear 4 While equipped: offense ------ Spellpower +4 (+1 eff.) Combat Speed +10% defense ------ Defense +12 (+4 eff.) other ------- Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear 4 Bone Nova: Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 155.82 physical damage, and inflicting bleeding for another 77.91 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Emeriwyn the Jetwinnow1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +3 Con offense ------ Physical Crit +12.0% Mind Crit +8% Critical power +9.00% Physical Power +3 (+1 eff.) Mindpower +5 (+1 eff.) Damage +0% acid +0% blight +0% fire +12% arcane +0% nature Ignore resists +5% arcane When Hit 2 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 30% defense ------ Resistance +3% darkness Mind save +9 (+3 eff.) A belt that goes around your waist. |
Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil offense ------ Damage +0% acid +0% fire +0% nature +0% blight defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save +15 (+5 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Muckbliss1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +6 Mag offense ------ Spellpower +30 (+7 eff.) Damage +0% acid +0% blight +0% fire +9% arcane +0% nature Ignore resists +10% nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 defense ------ Fatigue -8% Resistance +9% mind Spell save +9 (+3 eff.) other ------- Encumbrance +44 A belt that goes around your waist. |
grounding rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane/Nature While equipped: defense ------ Fatigue -4% Resistance +6% lightning +5% temporal other ------- Encumbrance +22 A belt that goes around your waist. |
resilient linen cloak of battle (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: offense ------ Physical Crit +1.0% Physical Power +2 (+1 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -3% Resistance +0% lightning Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Anti-Gravity Boots (8 def, 8 armour)3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (86 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (146 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Bregiruiblek the Shimmerraze (15 def, 8 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Move Speed +10% defense ------ Armor +8 Defense +15 (+5 eff.) Fatigue -3% Resistance +6% lightning +27% cold Life +42.00 Life Regen +4.00 other ------- Stamina/turn +0.50 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour)3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
blighted iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ On-Hit 6 blight Damage +3% blight Accuracy +11 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% blight Unarmed combat: Weapon Damage 12.0 - 16.8 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +3 Critical Rate +7.0% Attack Speed 83% On-crit, radius 2 +5 blight On Hit: 20% Soul Rot 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-1 eff.) Spellpower -10 (-3 eff.) Mindpower -10 (-3 eff.) defense ------ Defense -10 (-4 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +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. |
Eastern Wood Hat (15 def, 0 armour)2.0 Encumbrance T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex offense ------ Physical Crit +10.0% Steam Crit +15% Damage +10% physical Ignore resists +15% physical Accuracy +40 (+10 eff.) Ignore Armor +15 defense ------ Defense +15 (+5 eff.) Blind Resist +100% other ------- Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Glibeth (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +15 Dex +4 Mag +12 Wil +8 Cun +6 Con offense ------ Spell Crit +3% On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Fatigue +5% Resistance +15% blight Spell save +9 (+3 eff.) Mind save +15 (+5 eff.) other ------- Vim-on-crit +2.28 Max vim +20.00 A hat made of leather. Very stylish. |
Glorera the voratun helm (7 def, 12 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +6 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +12 Defense +7 (+2 eff.) Fatigue +5% Resistance +18% acid +6% lightning +6% darkness +5% arcane +9% cold +11% fire +3% mind +5% all Physical save +11 (+3 eff.) Life Regen +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Visage of Nektosh (4 def, 8 armour)3.0 Encumbrance T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +10% darkness other ------- Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
Chromatic Harness (10 def, 14 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% fire +20% cold +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- 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. |
Masochism (0 def, 0 armour)9.0 Encumbrance T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag offense ------ Spellpower +10 (+2 eff.) On-Hit 25 vim draining blight When Hit 25 vim draining blight defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Disease Resist +100% other ------- Max vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 11 Blood Grasp: Effective talent level: 5.0 Power cost 12 out of 12/12. Range 10 Cooldown: 5 Travel.spd 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 262.01 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
768 alchemist agate0.0 Encumbrance 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. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Eariromigen the Startreason (dig speed 14 turns)3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master While equipped: Stats +6 Str +3 Wil +5 Cun +2 Con offense ------ Mind Crit +1% Critical power +10.00% Mindpower +15 (+4 eff.) Accuracy +8 (+2 eff.) defense ------ Resistance +12% darkness +9% light Affinity +15% darkness other ------- Light +1 Infravision +11 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Dimblight'1.0 Encumbrance T3 lite [Rare] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Damage +21% fire Ignore resists +25% darkness +25% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 30% defense ------ Resistance +11% blight +10% darkness other ------- Light +4 Infravision +5 See Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Effective talent level: 1.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 44 blight damage or heals 40 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
scorching alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Arcane/Nature While equipped: offense ------ When Hit 15 fire defense ------ Resistance +7% fire Life +42.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +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 Damage +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. |
Automated Portable Extractor0.0 Encumbrance 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. |
8 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 Encumbrance 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 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 395/400 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 41] amazing fiery salve [power 41]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 54% cooldown modifier. Remove 3 magical effects and grants a fiery aura (41% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
amazing frost salve [power 41] amazing frost salve [power 41]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 54% cooldown modifier. Remove 3 physical effects and grants a frost aura (41% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
amazing healing salve [power 584] amazing healing salve [power 584]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 54% cooldown modifier. Heal 584 Puts Talent Medical Injector on 15 cooldown Medical salve. This item has been sent to the Item's Vault. |
amazing pain suppressor salve [power 511] amazing pain suppressor salve [power 511]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 54% cooldown modifier. Let you fight up to -511 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
amazing water salve [power 41] amazing water salve [power 41]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 54% cooldown modifier. Remove 3 mental effects and grants a water aura (41% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
potent fiery salve [power 26] potent fiery salve [power 26]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 54% cooldown modifier. Remove 1 magical effects and grants a fiery aura (26% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent pain suppressor salve [power 292] potent pain suppressor salve [power 292]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 54% cooldown modifier. Let you fight up to -292 life and reduces all damage by 16% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 31] powerful frost salve [power 31]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 54% cooldown modifier. Remove 2 physical effects and grants a frost aura (31% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful water salve [power 31] powerful water salve [power 31]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 54% cooldown modifier. Remove 2 mental effects and grants a water aura (31% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 21] simple frost salve [power 21]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 179% efficiency and 54% cooldown modifier. Remove 1 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
good acid groove0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
good acid groove0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
potent fungal web0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 50 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
potent second skin0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +4.00 Poison Resist +40% Disease Resist +40% Cut Resist +40% Tinkers can be attached to normal items to improve them with steam power! |
steel armour reinforcement0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
steel grip0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +70% other ------- Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun defense ------ Mind save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Glimmershine [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +6 Dex offense ------ Ignore Armor +2 defense ------ Armor +4 Unlife -80.00 life other ------- Stamina/turn +3.00 Light +2 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 44. Torques are made by powerful psionics to store psionic powers. |
Charlace [power 31] (20 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +4 Cun offense ------ Critical power +35.00% Physical Power +10 (+2 eff.) Damage +15% fire When Hit 4 mind defense ------ Resistance +12% fire Mind save +6 (+2 eff.) Harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Glarebutcher [power 212] (20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +27% arcane +9% light Ignore resists +20% blight +10% arcane When Hit 8 arcane defense ------ Resistance +6% light Create a shield absorbing up to 212 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 58. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 diamond0.0 Encumbrance 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. |
10 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +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 (Insane (Roguelike) difficulty)
Buy an item from an AAA.By MrDamm82 the Kruk Yeti Reaver level 10
16th Retaking 124th year of Ascendancy at 23:50 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By MrDamm82 the Kruk Yeti Reaver level 11
22nd Retaking 124th year of Ascendancy at 15:55 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By MrDamm82 the Kruk Yeti Reaver level 48
20th Dearth 124th year of Ascendancy at 11:13 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By MrDamm82 the Kruk Yeti Reaver level 31
51st Revenge 124th year of Ascendancy at 09:22 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By MrDamm82 the Kruk Yeti Reaver level 30
49th Revenge 124th year of Ascendancy at 15:50 see stats
I did not want that! (Insane (Roguelike) difficulty)
Tricked Nektosh into killing one of his own people.By MrDamm82 the Kruk Yeti Reaver level 32
51st Revenge 124th year of Ascendancy at 09:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By MrDamm82 the Kruk Yeti Reaver level 10
16th Retaking 124th year of Ascendancy at 22:08 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By MrDamm82 the Kruk Yeti Reaver level 20
2nd Revenge 124th year of Ascendancy at 07:18 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By MrDamm82 the Kruk Yeti Reaver level 30
33rd Revenge 124th year of Ascendancy at 16:26 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By MrDamm82 the Kruk Yeti Reaver level 40
3rd Dearth 124th year of Ascendancy at 10:32 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By MrDamm82 the Kruk Yeti Reaver level 50
25th Dearth 124th year of Ascendancy at 18:49 see stats
One Ill Turn Deserves Another (Insane (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By MrDamm82 the Kruk Yeti Reaver level 50
33rd Dearth 124th year of Ascendancy at 12:26 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By MrDamm82 the Kruk Yeti Reaver level 36
18th Pain 124th year of Ascendancy at 18:29 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By MrDamm82 the Kruk Yeti Reaver level 44
6th Dearth 124th year of Ascendancy at 11:57 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By MrDamm82 the Kruk Yeti Reaver level 29
33rd Revenge 124th year of Ascendancy at 01:33 see stats
The Dead God Rests (Insane (Roguelike) difficulty)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By MrDamm82 the Kruk Yeti Reaver level 50
40th Dearth 124th year of Ascendancy at 14:30 see stats
The High Lady's Destiny (Finale) (Insane (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By MrDamm82 the Kruk Yeti Reaver level 45
7th Dearth 124th year of Ascendancy at 22:57 see stats
To the Bitter End (Insane (Roguelike) difficulty)
You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By MrDamm82 the Kruk Yeti Reaver level 50
40th Dearth 124th year of Ascendancy at 18:34 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By MrDamm82 the Kruk Yeti Reaver level 39
39th Pain 124th year of Ascendancy at 06:02 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By MrDamm82 the Kruk Yeti Reaver level 16
31st Retaking 124th year of Ascendancy at 04:08 see stats
Log
You detach amazing air recycler from your Steam Powered Helm (3 def, 12 armour).
You transfer amazing air recycler to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Weepmalice the pair of voratun boots (0 def, 5 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer voratun grounding strap to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer voratun kinetic stabiliser to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer voratun grip to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer perfect ablative armour to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer perfect alchemist's helper to the online item's vault.
Saving done.
Saving game...
Saving done.














































































































































