











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Store Wish List 1.6.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.6.0Donators/Buyers bonus! Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Das Blinkenlights 1.6.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Improved Auto-explore and Rest 1.6.0Quality 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. Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.6.0Donators/Buyers bonus! Wall Clock 1.6.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Online Indicator 1.1.0An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Archmage (Technomancer) |
| Level / Exp | 50 / 517% |
| Size | medium |
| Lifes / Deaths | Killed by thought-forged bowman at level 2 on the 10th Retaking 124th year of Ascendancy at 17:36 6 / 1 |
Primary Stats
| Strength | 41 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 33 (base 29) |
| Magic | 99 (base 60) |
| Willpower | 70 (base 60) |
| Cunning | 87 (base 60) |
Resources
| Life | 1222/1222 |
| Mana | 307/331 |
| Steam | 97/100 |
| Positive | 206/206 |
| Healing Factor | 0.76995073891631 |
| Regeneration | 0.96243842364538 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +125.85179503776% |
| Spell | 0% |
| Global | +122.75510204082% |
Vision
| Sight | 10 |
| Lite | -1003 |
| Infravision | 11 |
| See Invisible | 4 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 5 |
| Crit Chance | 35% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 94 |
| Crit Chance | 52% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +55% |
| Blight | +55% |
| Arcane | +78% |
| Cold | +72% |
| All | +35% |
| Lightning | +72% |
| Temporal | +82% |
| Physical | +97% |
| Darkness | +45% |
| Fire | +138% |
| Nature | +55% |
Offense: Damage Penetration
| Arcane | +35% |
| Lightning | +20% |
| Fire | +62% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 16 (38.536585365854%) |
| Defense | 34 |
| Ranged Defense | 52 |
| Fatigue | 2.669446550417 |
| Physical Save | 28 |
| Spell Save | 38 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 41%( 70%) |
| Arcane | + 48%( 70%) |
| Cold | + 44%( 70%) |
| All | + 32%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 53%( 80%) |
| Temporal | + 42%( 70%) |
| Mind | + 49%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 0% |
| Poison Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Stun Resistance | 96% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 513 damage for 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 165 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.3 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 92% efficiency and cooldown mod of 80%. |
| Implants | Effective talent level: 1.3 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 109% efficiency and cooldown mod of 60%. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Meta | 1.60 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Temporal | 1.60 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Air | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Spell / Arcane | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Galvanic technomancy | 1.70 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Spell / Earth | 1.60 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.60 |
| 4/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| Spell / Wildfire | 1.60 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.30 |
| 6/5 |
| 4/5 |
| 6/5 |
| 0/5 |
| Spell / Divination | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Whitehooves | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Quicken Spells |
| talent | Arcane Shield |
| talent | Feather Wind |
| talent | Thunderstorm |
| talent | Burning Wake |
| talent | Shielding |
| talent | Arcane Power |
| talent | Essence of Speed |
| talent | Disruption Shield |
| talent | Wildfire |
| talent | Galvanic Arcing |
| beneficial effect | Rods available: Galvanic Rods- Rod (1): available - Rod (2): available - Rod (3): available |
| beneficial effect | You have 5 charges. Death Momentum |
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. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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. * 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 |
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 | Eden's Guile (2 def, 1 armour) 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Phys.save +12 (+6 eff.) Stealth +0 Pinning- +20% Knockbk- +20% Teleport- +100% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 64% (based on Cunning). Uses 36 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Dúathedlen Heart 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness Dmg.mod +10% darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1002 Infravis +11 See.Invis +4 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
| On head | Steamcatcher (12 def, 0 armour) 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+4 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+6 eff.) Resists +15% fire Silence- +50% ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 ---------- misc Talents +3 Toxic Cannister Launcher Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 6.5 Pwr.cost 11 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| On fingers | Isleba the Chargerock0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% fire Res.pen +20% lightning +10% temporal +10% fire Melee Ret 8 lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +18% acid +21% fire +33% lightning +18% cold Def/telep +10 Res/telep +10% Dur/telep +10% Rings can have magical properties. |
| Around neck | Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+13 eff.) Steampwr +40 (+10 eff.) Spell.pwr +40 (+8 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 | Furnacehacker the elven-wood magestaff (25-30 power, 5 apr, fire element) 5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +27 (+6 eff.) Dmg.mod +6% arcane +28% fire Res.pen +35% arcane ---------- misc Mana/turn +5.29 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 22 cooldown Staves designed for wielders of magic, by the greats of the art. |
| Around waist | spiritwalker's drakeskin leather belt of containment |
| In off hand | Fire Dragon Shield (16 def, 9 armour, 220 block)7.0 T4 shield armor [Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+7 eff.) Rng.Def +15 (+5 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
| Cloak | restorative cashmere cloak of Iron Throne (2 def, 0 armour) 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: Stats +3 Str +2 Con ----- def ----- Defense +2 (+1 eff.) Resists +13% blight +0% cold +13% nature +30% lightning HP.reg +3.00 Heal.mod +10% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | 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 (+7 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 Talents +5 Arcane Dynamo 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! |
Inventory
medical injector implant (efficiency 80% / cooldown 52%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 86% / cooldown 71%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 86% efficiency and cooldown mod of 71%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
blink rune of the titan (range 5; phase 21; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 26; resist 24%; move 53%; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 53% faster, and you are invisible (power 26). Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 175; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 175 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. 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. Press to compare to your current inscriptions |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+12 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
archmage's voratun amulet of perfection (0.28 Spell / Storm,0.28 Spell / Fire)0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +1 Mag dps ---------- Spell.crit +6% Spell.pwr +5 (+1 eff.) Dmg.mod +6% acid +7% fire +7% cold +6% lightning ---------- misc Masteries +0.28 Spell/Storm +0.28 Spell/Fire Amulets can have magical properties. |
gold amulet 'Yvanor'0.1 T3 amulet jewelry [Rare] Psionic While equipped: Stats +2 Mag +3 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +18% mind ----- def ----- Mind.save +8 (+3 eff.) Confus- +15% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.16 Max.mana +60.00 Max.psi +50.00 Amulets can have magical properties. |
hateful steel greatmaul of shearing (25-37.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Master/Psionic Power 25.0 - 37.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +13 darkness Against +12% Living While equipped: dps ---------- Res.pen +9% all Acc +12 (+12 eff.) Apr +9 Massive two-handed mauls. |
Nightprophet of the Blightspawn4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Random Unique] Nature/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats -1 Str +19 Dex +14 Mag +9 Wil +23 Cun +29 Con dps ---------- Phys.spd +10% ----- def ----- Resists +6% fire +3% light +6% darkness Crit.dmg- 5.00% Longbows are used to shoot arrows at your foes. |
The Black Spike (48-67.2 power, 20 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 48.0 - 67.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +5% all ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Overseer (17-18.7 power, 27 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+2 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+8 eff.) Either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower). Uses 44 power out of 60/60 Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
protector's thorny mindstar (8-8.8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Disrupt Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) ----- def ----- Resists +2% all ---------- misc Masteries +0.10 Wild-gift/Antimagic 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. |
Brilliant Auto-loading Orc Expeller4.0 T3 steamgun 1H weapon Reqs Dex 28 Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Against +15% Humanoid +15% Giant ---------- misc Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
Brilliant Auto-loading Orc Expeller4.0 T3 steamgun 1H weapon Reqs Dex 28 Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Against +15% Humanoid +15% Giant ---------- misc Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
spiritwalker's hardened leather belt of valiance1.0 T3 belt armor [Ego++] Arcane/Psionic While equipped: Stats +3 Wil +5 Mag dps ---------- Dmg.mod +0% acid +0% fire +0% nature +0% blight ----- def ----- Mind.save +7 (+2 eff.) Max.HP +55.00 ---------- misc Mana/turn +0.22 Max.mana +20.00 A belt that goes around your waist. |
Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+5 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.2 Pwr.cost 21 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 304.20 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+4 eff.) Resists +0% nature +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Betitta (0 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Crit.mult +20.00% S.pwr/crit +6 Dmg.mod +20% arcane Res.pen +5% arcane ----- def ----- Resists +3% cold +11% all Mind.save +6 (+2 eff.) HP.reg +4.00 ---------- misc Max.mana +123.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hellsreek (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +34% acid +15% fire Res.pen +10% fire Melee Ret 6 fire ----- def ----- Resists +31% acid +6% fire +11% all Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+7 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
timebroken cashmere robe of Linaniil (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +12% Spell.pwr +24 (+5 eff.) Dmg.mod +7% arcane +13% temporal ----- def ----- Resists +11% all HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% ---------- misc Mana/turn +0.16 Max.mana +95.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+4 eff.) Fatigue +8% Phys.save +0 (+0 eff.) Pinning- +50% Knockbk- +0% Teleport- +0% Generate 3 steam each time you walk. Boots. But with steam power! |
wanderer's pair of voratun boots of spellbinding (0 def, 5 armour)3.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +5 Cun +4 Con ----- def ----- Armour +5 Fatigue +4% Phys.save +16 (+8 eff.) Mind.save +19 (+6 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 7 arcane Dmg.mod +6% arcane ----- def ----- Armour +2 Resists +6% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +0 Cun +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Mind.save +0 (+0 eff.) Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Emelobremira (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+1 eff.) Melee Ret 6 mind ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane Phys.save +9 (+4 eff.) Mind.save +0 (+0 eff.) Max.HP +80.00 Heal.mod +10% Cut- +20% A hat made of leather. Very stylish. |
Nimbus of Enlightenment (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Mind.pwr +20 (+5 eff.) ----- def ----- Defense +7 (+3 eff.) Mind.save -25 (-11 eff.) Confus- -30% ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 Max.psi +50.00 Infravis +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
Nimbusbane (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning +5% nature ----- def ----- Armour +4 Fatigue +4% Resists +16% blight +12% fire +15% cold +3% lightning Mind.save +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% Silence- +0% A Helmet. But with steam power! |
Taintfist the voratun helm (7 def, 14 armour)3.0 T5 head armor [Rare] Master While equipped: Stats +0 Cun dps ---------- Dmg.mod +18% acid Res.pen +15% nature +15% fire On Hit (Melee): * 20% chance to reduce armor by 48% ----- def ----- Armour +14 Defense +7 (+3 eff.) Fatigue +5% Resists +18% acid +12% nature +6% all Phys.save +15 (+7 eff.) Mind.save +0 (+0 eff.) Silence- +0% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.6 Pwr.cost 13 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 29.02 mind and 31.18 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 23% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 23. Terrified: Deals 6.75 mind and 7.25 darkness damage per turn and increases cooldowns by 36%. Haunted: Causes the target to suffer 11.22 mind and 12.05 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
impenetrable stralite mail armour of resilience (4 def, 17 armour)14.0 T4 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +17 Defense +4 (+2 eff.) Fatigue +12% Max.HP +35.00 A suit of armour made of mail. |
prismatic reinforced leather armour of the void (12 def, 7 armour)9.0 T4 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 7 darkness Ranged+ 5 darkness ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +17% temporal +30% darkness +16% light Def/telep +15 Res/telep +19% Dur/telep +17% Blink to a nearby random location (rad 11) Puts all charms on 18 cooldown A suit of armour made of leather. |
Girikira (0 def, 13 armour)17.0 T4 massive armor Reqs - Massive armour training Str 48 [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% arcane +6% blight ----- def ----- Armour +13 Fatigue +22% Resists +15% light +17% darkness +15% mind ---------- misc Mana/turn +0.08 Max.mana +100.00 Max.vim +30.00 A suit of armour made of metal plates. |
Revenant (8 def, 20 armour)17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+6 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+4 eff.) Silence- +0% Confus- +0% Pinning- +0% Stun/Frz- +80% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Therapeutic Platemail (4 def, 10 armour)12.0 T2 massive armor [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 9 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
coruscating steel shield of shrapnel (0 def, 4 armour, 41 block)7.0 T2 shield armor [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Str dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 196 physical damage over 5 turns (1/turn) Melee Ret 4 fire ----- def ----- Armour +4 Fatigue +8% Resists +10% fire ---------- misc Talents +1 Block Handheld deflection devices. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
113 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
18 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. |
22 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
24 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-8 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+4 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
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. |
17 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. |
7 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+10 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
8 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. |
19 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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. |
amazing fiery salve [power 25] amazing fiery salve [power 25]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 109% efficiency and 60% cooldown modifier. Remove 3 magical effects and grants a fiery aura (25% fire, light and lightning affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 25] amazing frost salve [power 25]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 109% efficiency and 60% cooldown modifier. Remove 3 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 355] amazing healing salve [power 355]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 109% efficiency and 60% cooldown modifier. Heal 355 Puts Talent Medical Injector on 11 cooldown Medical salve. |
amazing pain suppressor salve [power 310] amazing pain suppressor salve [power 310]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 109% efficiency and 60% cooldown modifier. Let you fight up to -310 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
amazing water salve [power 25] amazing water salve [power 25]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 109% efficiency and 60% cooldown modifier. Remove 3 mental effects and grants a water aura (25% blight, mind and acid affinity). Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
powerful unstoppable force salve [power 65] powerful unstoppable force salve [power 65]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 109% efficiency and 60% cooldown modifier. Increases all saves by 65 and healing factor by half Puts Talent Medical Injector on 13 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
potent second skin0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulator0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun ----- def ----- Mind.save +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Belymira [power 246] (11 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +6% blight Res.pen +10% mind ---------- misc Equi/ret +0.48 Psi/ret +0.20 Sting an enemy dealing 381 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. |
evasive elven-wood totem of summon tentacle [power 285] (18 cooldown)2.0 T4 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 749 Base Damage: 319 Armor: 20 All Resist: 11 Puts all charms on 18 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful yew totem of stinging [power 186] (11 cooldown)2.0 T3 totem charm [Ego+] Nature Sting an enemy dealing 288 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
8 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. |
elm wand of lightning storm [power 66] (11 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (113 total damage) Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive yew wand of lightning storm [power 228] (11 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 78 lightning damage and will be dazed for 1 turn (392 total damage) Puts all charms on 11 cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 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. |
6 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. |
6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
21 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. |
10 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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Buy an item from an AAA.By Gunusta the Whitehoof Archmage level 24
45th Retaking 124th year of Ascendancy at 01:52 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Gunusta the Whitehoof Archmage level 11
22nd Retaking 124th year of Ascendancy at 12:04 see stats
Ay ay captain!
Turn into a pirate!By Gunusta the Whitehoof Archmage level 50
38th Loss 124th year of Ascendancy at 23:27 see stats
Exterminator
Killed 1000 creatures.By Gunusta the Whitehoof Archmage level 28
18th Revenge 124th year of Ascendancy at 05:35 see stats
Imp'ing Away
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Gunusta the Whitehoof Archmage level 50
41st Loss 124th year of Ascendancy at 12:38 see stats
Level 10
Got a character to level 10.By Gunusta the Whitehoof Archmage level 10
16th Retaking 124th year of Ascendancy at 21:18 see stats
Level 20
Got a character to level 20.By Gunusta the Whitehoof Archmage level 20
37th Retaking 124th year of Ascendancy at 18:32 see stats
Level 30
Got a character to level 30.By Gunusta the Whitehoof Archmage level 30
25th Revenge 124th year of Ascendancy at 17:27 see stats
Level 40
Got a character to level 40.By Gunusta the Whitehoof Archmage level 40
31st Dearth 124th year of Ascendancy at 05:40 see stats
Level 50
Got a character to level 50.By Gunusta the Whitehoof Archmage level 50
38th Loss 124th year of Ascendancy at 04:39 see stats
Make Him Squirm
Made Nektosh use up the last of his power, then left the area and ignored him until beating the game. The other Whitehooves will catch on any second now...By Gunusta the Whitehoof Archmage level 50
40th Loss 124th year of Ascendancy at 23:53 see stats
Once Upon A Time, In the West...
Hear the Eidolon's retelling of the Scourge from the West's journey.By Gunusta the Whitehoof Archmage level 50
5th Destruction 124th year of Ascendancy at 02:54 see stats
One Ill Turn Deserves Another
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Gunusta the Whitehoof Archmage level 47
36th Loss 124th year of Ascendancy at 08:36 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Gunusta the Whitehoof Archmage level 29
21st Revenge 124th year of Ascendancy at 15:48 see stats
Size is everything
Did over 1500 damage in one attack.By Gunusta the Whitehoof Archmage level 50
39th Loss 124th year of Ascendancy at 14:22 see stats
Size matters
Did over 600 damage in one attack.By Gunusta the Whitehoof Archmage level 37
19th Dearth 124th year of Ascendancy at 07:55 see stats
The Dead God Rests
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Gunusta the Whitehoof Archmage level 50
40th Loss 124th year of Ascendancy at 23:53 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Gunusta the Whitehoof Archmage level 40
31st Dearth 124th year of Ascendancy at 13:21 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Gunusta the Whitehoof Archmage level 19
37th Retaking 124th year of Ascendancy at 13:34 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Gunusta the Whitehoof Archmage level 35
3rd Dearth 124th year of Ascendancy at 06:47 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Gunusta the Whitehoof Archmage level 16
30th Retaking 124th year of Ascendancy at 17:17 see stats
Log
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Talent Essence Drain is ready to use.
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Rested for 37 turns (stop reason: all resources and life at maximum).
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Gunusta casts Inferno.
Gunusta HEALS from fire damage!
Gunusta's cleansing fire area effect hits Gunusta for (13 resist armour), 0 fire, 23 healing (0 total damage) [23 healing].
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Gunusta HEALS from fire damage!
Gunusta's cleansing fire area effect hits Gunusta for (13 resist armour), 0 fire, 23 healing (0 total damage) [23 healing].
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Gunusta deactivates Thunderstorm.
The furious lightning storm around Gunusta calms down and disappears.
Gunusta deactivates Galvanic Arcing.
Gunusta deactivates Chant of Fortitude.
Gunusta deactivates Wildfire.
Gunusta deactivates Disruption Shield.
Gunusta deactivates Shielding.
Gunusta deactivates Feather Wind.
Gunusta deactivates Essence of Speed.
Gunusta deactivates Burning Wake.
Gunusta deactivates Quicken Spells.
Gunusta deactivates Arcane Shield.
Gunusta deactivates Arcane Power.
































































































































































