

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Interact with the Worm 1.3.0Adds new talent Interact with the Worm, allowing Writhing Ones from the Forbidden Cults DLC using the Demented/Friend of the Worm talent tree to manipulate their worm that walks' equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Additional Randart Properties 1.5.10 Mindstar Mindslayer 1.5.0Adds the Wild Gift/Mindstar Mastery talent tree (unlocked) to Mindslayers. 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:
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Visibly Looted Stalls 1.5.0Changes the appearance of market stalls in the Embers of Rage DLC after they are looted. NOTE: This addon is officially deprecated as of release 1.1.0 of the Embers of Rage DLC, which includes equivalent functionality. Items Vault 1.6.0Donators/Buyers bonus! Tooltip Cleanup 1.3.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Worm that Walks as Fast as You 1.3.0Adds a fortress action that allows you to spend some fortress energy to enhance your worm that walks to match your speed. 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:
Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice 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 Verbose Crystal Resonance 1.5.0Improves the description of the Crystal Resonance effect triggered by Mindslayers' Matter is Energy talent, adding a description of the actual effects conferred based on the consumed gem. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 | Orc |
Class | Psyshot |
Level / Exp | 50 / 242% |
Size | huge |
Lifes / Deaths | Killed by sun-mage recruit at level 11 on the 31st Retaking 124th year of Ascendancy at 02:26 3 / 4Killed by dreaming horror at level 14 on the 36th Retaking 124th year of Ascendancy at 12:05 Killed by dreaming horror at level 14 on the 36th Retaking 124th year of Ascendancy at 14:15 Killed by corrupted plasmic disruptor at level 19 on the 47th Retaking 124th year of Ascendancy at 01:10 |
Primary Stats
Strength | 164 (base 60) |
Dexterity | 102 (base 60) |
Constitution | 83 (base 60) |
Magic | 26 (base 27) |
Willpower | 64 (base 60) |
Cunning | 89 (base 60) |
Resources
Psi | 29/29 |
Life | 1419/1419 |
Steam | 150/150 |
Stamina | 374/374 |
Equilibrium | 18 |
Healing Factor | 1.8128063241107 |
Regeneration | 48.492569169961 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 4 |
See Stealth | 11 |
See Invisible | 6 |
Offense: Mainhand
Damage | 102 |
Accuracy | 84 |
Crit Chance | 63% |
APR | 39 |
Speed | 1.00 |
Offense: Offhand
Damage | 151 |
Accuracy | 76 |
Crit Chance | 42% |
APR | 98 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 75 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
Mind | +23% |
Acid | +17% |
Light | +17% |
Nature | +17% |
Cold | +15% |
Physical | +32% |
Fire | +29% |
All | +8% |
Offense: Damage Penetration
Acid | +22% |
Fire | +38% |
Cold | +23% |
Physical | +23% |
Mind | +22% |
All | +16% |
Defense: Base
Armour (hardiness) | 106.08453708906 (97.241379310345%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 84 |
Spell Save | 40 |
Mental Save | 43 |
Defense: Resistances
Mind | + 51%( 70%) |
Lightning | + 61%( 70%) |
Light | + 51%( 70%) |
Nature | + 54%( 70%) |
Blight | + 58%( 70%) |
Physical | + 58%( 70%) |
Fire | + 70%( 70%) |
All | + 48%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Instadeath Resistance | 100% |
Stun Resistance | 50% |
Pinning Resistance | 100% |
Poison Resistance | 70% |
Blind Resistance | 100% |
Inscriptions (4/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.9 steam per turn. Can be activated for an instant burst of 90 steam. Its effects scale with your Willpower 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 146% efficiency and cooldown mod of 100%. Its effects scale with your Willpower 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 184% efficiency and cooldown mod of 95%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Psytech gunnery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic fog | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Dread | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Action at a distance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Avoidance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Mechstar | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Gestalt | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Steamtech / Engineering | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Orc | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Blacksmith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Molten Iron Blood |
talent | Night Terror |
talent | Automated Cloak Tessellation |
talent | Negative Biofeedback |
talent | Psiblades |
talent | Gestalt |
talent | Mechanical Arms |
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 |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
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 | ![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +10 Str +12 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +8% Pinning- +100% ---------- misc Talents +4 Rocket Boots Generate 7 steam each time you walk. Boots. But with steam power! |
Quiver | ![]() 3.0 T5 shot ammo [Ego++] Master Power 69.5 - 83.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +13 Crit +26.0% Capacity 19 Proj.spd +200% On Crit: * Wound the target dealing 329 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego+] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +6 Str +6 Con dps ---------- Acc +25 (+5 eff.) ----- def ----- Armour +15 Defense +4 (+1 eff.) Fatigue +10% Resists +10% all Blind- +100% ---------- misc Light +7 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A Helmet. But with steam power! |
On hands | ![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +8 Str +8 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +15 Disarm- +100% ---------- misc Talents +2 Toxic Cannister Launcher Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Tool | ![]() 2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +6 Cun ----- def ----- Defense +15 (+4 eff.) Phys.save +18 (+3 eff.) Spell.save +18 (+6 eff.) Mind.save +18 (+6 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +9% physical Acc +25 (+5 eff.) ----- def ----- Armour +8 Spell.save +12 (+4 eff.) Die.at -60.00 life Blind- +20% ---------- misc Max.stam +12.00 Infravis +4 See.Stealth +11 See.Invis +6 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Cun +5 Dex dps ---------- Acc +8 (+1 eff.) ----- def ----- Max.HP +54.00 HP.reg +7.00 Heal.mod +12% Rings can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+8 eff.) Steampwr +40 (+7 eff.) Spell.pwr +40 (+13 eff.) Mind.pwr +40 (+9 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 | ![]() 4.0 T5 steamgun 1H weapon [Unique] Psionic/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 92.25 mind damage (based on Mindpower) in a radius 1 around the target * shock your foe dealing 45 damage and draining some of their resources Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Steampwr +15 (+3 eff.) Mind.pwr +15 (+3 eff.) ---------- misc Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- S.pwr/crit +10 Dmg.mod +9% mind Res.pen +15% fire ----- def ----- Fatigue -8% Resists +12% fire Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +38 Stam/turn +0.50 Mana/turn +0.50 Psi/turn +0.50 Max.P.En +20.00 Max.N.En +20.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.5 - 18.2 Nature Uses 90% Wil, 54% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +72 Crit +5.0% Atk.spd 100% On Hit.r1 +80 20% chance of physical repulsion On Crit.r2 +8 fire While equipped: dps ---------- Mind.crit +5% Mind.pwr +18 (+4 eff.) Melee+ 12 light 12 mind Dmg.mod +9% acid +15% physical +9% light +9% nature +7% cold +6% mind +11% fire Res.pen +6% acid +7% physical +7% fire +6% mind +7% cold ----- def ----- Resists +8% blight +6% mind +6% light Dmg.Resnn +25% Heal/summ +27 Disease- +18% ---------- misc Psi/ret +1.00 Max.summ +2 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. |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +12% nature +12% blight HP.reg +3.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 22.0 T5 massive armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +11 Str +8 Dex dps ---------- Phys.pwr +22 (+4 eff.) Steampwr +22 (+4 eff.) ----- def ----- Armour +30 Defense +28 (+7 eff.) Fatigue +12% Resists +25% lightning Phys.save +66 (+13 eff.) HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Stun/Frz- +50% ---------- misc Max.steam +15.00 Talents +5 Steam Powered Armour Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
Inventory
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+1 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T3 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +7 (+1 eff.) ----- def ----- Mind.save +8 (+3 eff.) Confus- +13% ---------- misc Masteries +0.18 Steamtech/Psytech gunnery +0.18 Steamtech/Chemistry Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +8 (+1 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Resists +7% nature +7% blight Poison- +13% Disease- +12% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 80 power out of 100/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+3 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 80.0 - 120.0 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +180 Uses 1.0 Steam While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +19 Defense +14 (+4 eff.) Fatigue +0% ---------- misc Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 10% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +22 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +15 (+5 eff.) Confuse all enemies in radius 3 for 5 turns. Uses 25 power out of 25/25 A strange mindstar, overgrown with granite and cracked. It seems incredibly ancient and horribly damaged, but still functions. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature Power 7.0 - 7.7 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.) Melee+ 4 lightning 2 physical 2 cold 2 acid 2 fire ----- def ----- Resists +3% lightning +2% physical +3% fire +2% cold +2% acid 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. This object's appearance was changed to Spectral Blade. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +0 20% chance of physical repulsion While equipped: Stats +2 Str +5 Dex +3 Mag +4 Wil +1 Cun +3 Con dps ---------- Mind.crit +7% Mind.pwr +11 (+2 eff.) Melee+ 6 lightning Dmg.mod +11% mind +8% lightning Res.pen +8% lightning ----- def ----- Resists +9% lightning ---------- misc Psi/m.crit +2.00 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. |
![]() 3.0 T3 steamsaw 1H weapon [Unique] Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +23 Crit +4.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +16 (+4 eff.) Fatigue +8% ---------- misc Talents +2 Block Masteries +0.20 Steamtech/Battlefield management +0.20 Steamtech/Sawmaiming Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..." |
![]() 3.0 T3 whip 1H weapon [Unique] Psionic Power 19.0 - 20.9 Mind Uses 20% Wil, 10% Cun, 70% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% On Crit: * Try to fry your enemies brain (25% chance to brainlock) While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+2 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 10 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
![]() 3.0 T4 whip 1H weapon Reqs Mag 30 [Unique] Arcane Power 40.0 - 44.0 Arcane Uses 50% Mag, 50% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +5.0% Atk.spd 125% Dmg.conv 50% light On Crit: * Blinds the enemy. While equipped: ----- def ----- Resists +20% darkness +20% blight ---------- misc Light +3 Purify: Level 4.0 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Consumes nearby magical energy and converts it into healing energies. One beneficial magical effect or sustained talent will be removed from each nearby enemy each turn and you will recover 50 life each turn for 6 turns. The life healed will increase with your Spellpower. A stream of blinding light. It appears to be a whip. |
![]() 4.0 T2 steamgun 1H weapon [Rare] Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +4 fire Uses 2.0 Steam While equipped: Stats +4 Mag +4 Cun +1 Con +2 Lck dps ---------- Ranged+ 20 fire Res.pen +13% physical ---------- misc Light +1 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This object's appearance was changed to Murderfang's Surekill. |
![]() 4.0 T2 steamgun 1H weapon [Normal] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T2 steamgun 1H weapon [Ego+] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Dmg.conv 27% temporal On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Acc +6 (+1 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T3 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +1 Wil +3 Con dps ---------- Mind.pwr +30 (+7 eff.) ----- def ----- Resists +6% darkness ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 144 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T4 steamgun 1H weapon [Unique] Psionic/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Mind.crit +7% Steampwr +5 (+1 eff.) Mind.pwr +15 (+3 eff.) Throw the gun and cause it to explode, dealing by 303 mind damage (based on Cunning and Willpower) to all targets in an area, attempting to put them to sleep, and disarming yourself for 3 turns. Uses 20 power out of 20/20 This isn't so much a gun, as it is the idea of a gun. You'll be able to remember it pretty easily if you lose it. |
![]() 4.0 T4 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
![]() 4.0 T4 steamgun 1H weapon [Rare] Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +8 light +16 blight Uses 2.0 Steam While equipped: Stats +5 Str dps ---------- Phys.pwr +10 (+2 eff.) Ranged+ 24 blight Dmg.mod +12% blight +12% mind Melee Ret 4 light On Hit (Ranged): * 20% chance to reduce all saves and defense by 41 ----- def ----- Resists +9% light Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 2H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +25 Atk.spd 67% Dmg.mult 250% Range +10 Proj.spd +600% Shots beam through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
![]() 4.0 T5 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +28 Atk.spd 111% Range +10 Proj.spd +800% Dmg.conv 37% temporal On Hit: 10% Shoot 1 Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 shot ammo [Rare] Master Power 22.5 - 27.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 44 Ranged+ +20 acid +8 fire On Hit.r1 +20 fire On Crit.r2 +8 acid While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. This object's appearance was changed to pouch of stralite shots. |
![]() 3.0 T2 shot ammo [Ego] Arcane Power 24.0 - 28.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +5 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 22 On Crit: * Splash the target with acid dealing 121 damage over 5 turns and reducing armor and accuracy by 16 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Rare] Nature Power 32.5 - 39.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Proj.spd +200% HP.leech +6% Ranged+ +20 lightning On Crit.r2 +20 acid +8 lightning On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 235 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego] Arcane/Psionic Power 33.5 - 40.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Rld cld 6 Ranged+ +5 light +5 mind Against +7% Undead On Hit: * 13% chance to reduce all saves and defense by 41 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Unique] Arcane Power 50.0 - 60.0 Hindering blight Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 0 While equipped: ----- def ----- HP.reg -1.00 (These shots do blight damage and slow.) You feel a small jolt of magic as you touch this pouch. A small bead of blood forms on your finger where you touched it. It quickly detaches itself and floats into the pouch. |
![]() 3.0 T5 shot ammo [Ego++] Nature/Psionic Power 51.0 - 61.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 23 Ranged+ +22 physical On Hit: * 20% chance to create vines that bind the target to the ground dealing 281 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 281 physical damage Shots are used with slings to pummel your foes to death. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Crit.dmg- 0.00% Max.HP +39.00 HP.reg +8.10 Heal.mod +10% A suit of armour made of leather. This object's appearance was changed to reinforced leather armour. |
![]() 9.0 T5 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +24% lightning Crit.dmg- 0.00% Max.HP +43.00 HP.reg +12.20 Heal.mod +14% Poison- +0% Disease- +0% Cut- +0% A suit of armour made of leather. |
![]() 14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Crit.dmg- 0.00% Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 55.82 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 14.0 T5 heavy armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +16 Defense +5 (+2 eff.) Fatigue +12% Max.HP +53.00 HP.reg +4.00 Heal.mod +11% A suit of armour made of mail. |
![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+3 eff.) HP.reg +0.00 Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 364.32 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 25 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+2 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+4 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+3 eff.) Mind.save +25 (+9 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 10 Armour, 15 Defense and your attacks will gain 39% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con ----- def ----- Armour +35 Defense +25 (+7 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+3 eff.) Spell.save +25 (+8 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +23% Summoned ----- def ----- D.Red.from +20% Summoned A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to kruk cloak. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 64% (based on Cunning). Uses 50 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. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +0% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +6 Resists +8% lightning +9% temporal Dmg.red +5 all Crit.dmg- 15.00% Phys.save +6 (+1 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+3 eff.) Heal.mod +5% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Nature/Master While equipped: Stats +6 Str +10 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +5 HP.reg +3.00 Heal.mod +20% ---------- misc Size +1 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +3% arcane ----- def ----- Armour +1 ---------- misc Mana/turn +0.11 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. |
![]() 1.0 T3 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 4 arcane Dmg.mod +3% arcane ----- def ----- Armour +2 Resists +5% 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. |
![]() 1.0 T5 hands armor [Ego+] Master While equipped: Stats +4 Dex dps ---------- Acc +21 (+4 eff.) ----- def ----- Armour +8 Mind.save +7 (+3 eff.) Max.HP +63.00 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. |
![]() 1.5 T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 25 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 74 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
![]() 2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% blight ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Melee+ 8 fire 36 darkness 20 cold Res.pen +10% darkness Acc +6 (+1 eff.) On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +7 (+2 eff.) Fatigue +3% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +3 Str +8 Dex +5 Cun +7 Con ----- def ----- Armour +5 Fatigue +5% Resists -27% light ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-4 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Talents +3 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +8 Crit.dmg- 28.00% Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 19] simple frost salve [power 19]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 230] simple healing salve [power 230]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 100% cooldown modifier. Heal 230 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 323] powerful pain suppressor salve [power 323]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 100% cooldown modifier. Let you fight up to -323 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Mov.spd +20% Dmg.mod +1% all +3% cold ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Mag dps ---------- Melee+ 8 acid Res.pen +20% mind ----- def ----- Resists +18% acid Crit.dmg- 15.00% Harden the skin for 7 turns increasing armour by 48 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to increase all damage by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By dabugga the Orc Psyshot level 42
46th Pain 124th year of Ascendancy at 16:51 see stats
By dabugga the Orc Psyshot level 12
32nd Retaking 124th year of Ascendancy at 04:04 see stats
By dabugga the Orc Psyshot level 26
12nd Revenge 124th year of Ascendancy at 19:55 see stats
By dabugga the Orc Psyshot level 38
26th Pain 124th year of Ascendancy at 15:39 see stats
By dabugga the Orc Psyshot level 29
52nd Revenge 124th year of Ascendancy at 02:46 see stats
By dabugga the Orc Psyshot level 10
19th Retaking 124th year of Ascendancy at 09:33 see stats
By dabugga the Orc Psyshot level 20
47th Retaking 124th year of Ascendancy at 15:05 see stats
By dabugga the Orc Psyshot level 30
52nd Revenge 124th year of Ascendancy at 03:54 see stats
By dabugga the Orc Psyshot level 40
34th Pain 124th year of Ascendancy at 19:01 see stats
By dabugga the Orc Psyshot level 50
3rd Dearth 124th year of Ascendancy at 23:45 see stats
By dabugga the Orc Psyshot level 47
51st Pain 124th year of Ascendancy at 04:11 see stats
By dabugga the Orc Psyshot level 30
52nd Revenge 124th year of Ascendancy at 14:05 see stats
By dabugga the Orc Psyshot level 45
51st Pain 124th year of Ascendancy at 02:09 see stats
By dabugga the Orc Psyshot level 18
45th Retaking 124th year of Ascendancy at 13:05 see stats
By dabugga the Orc Psyshot level 50
5th Dearth 124th year of Ascendancy at 19:56 see stats
By dabugga the Orc Psyshot level 33
17th Pain 124th year of Ascendancy at 00:35 see stats
By dabugga the Orc Psyshot level 21
49th Retaking 124th year of Ascendancy at 17:34 see stats
By dabugga the Orc Psyshot level 50
6th Dearth 124th year of Ascendancy at 07:08 see stats
By dabugga the Orc Psyshot level 42
39th Pain 124th year of Ascendancy at 11:43 see stats
By dabugga the Orc Psyshot level 16
41st Retaking 124th year of Ascendancy at 17:57 see stats
Log
Your steam-powered armor disconnects from the other pieces.
Dabugga deactivates Steam Powered Armour.
A psionic shield forms around dabugga.
The psionic shield around dabugga crumbles.
Talent Improved Gestalt is ready to use.
Dabugga wears: Steam Powered Helm (3 def, 12 armour) .
Dabugga wears: Steam Powered Armour (23 def, 25 armour) .
Dabugga wears: Steam Powered Gauntlets (0 def, 12 armour) .
Your steam-powered boots, helm and gauntlets automatically connect to your steam-powered armour, enabling new functions.
Dabugga wears: Steam Powered Boots (8 def, 15 armour) .
Talent Toxic Cannister Launcher is ready to use.
Dabugga wears: Gardanion, the Light of God.
Dabugga tessellates his cloak!
A psionic shield forms around dabugga.
Dabugga deactivates Daunting Presence.
Dabugga deactivates Psiblades.
Dabugga deactivates Night Terror.
Dabugga deactivates Gestalt.
Dabugga deactivates Molten Iron Blood.
Dabugga deactivates Mechanical Arms.
Dabugga deactivates Negative Biofeedback.