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Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Frendlier Fire 1.5.5 Embers of Rage 1.5.0Official 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:
Automatic Talent Gambits 1.5.5Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description 1.5.10This 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 Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.5.0Combines 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: Forbidden Cults 1.5.9Official 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 | Female |
Race | Orc |
Class | Gunslinger |
Level / Exp | 50 / 639% |
Size | medium |
Lifes / Deaths | Killed by High Sun Paladin Aeryn at level 34 on the 16th Dearth 124th year of Ascendancy at 20:03 6 / 1 |
Primary Stats
Strength | 58 (base 29) |
Dexterity | 92 (base 60) |
Constitution | 81 (base 60) |
Magic | 19 (base 10) |
Willpower | 25 (base 10) |
Cunning | 89 (base 60) |
Resources
Life | 1587/1587 |
Steam | 100/100 |
Healing Factor | 1.4243027888446 |
Regeneration | 18.159860557769 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.7763568394003E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 5 |
See Invisible | 5 |
ESP Range | 20 |
ESP Kinds | humanoid, giant |
Offense: Mainhand
Damage | 92 |
Accuracy | 68 |
Crit Chance | 63% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 92 |
Accuracy | 68 |
Crit Chance | 63% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 57% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 70% |
Speed | 1 |
Offense: Damage Bonus
Physical | +43% |
Darkness | +48% |
Light | +60% |
Temporal | +37% |
Fire | +38% |
Arcane | +49% |
Mind | +37% |
All | +28% |
Offense: Damage Penetration
Lightning | +39% |
Nature | +24% |
Fire | +34% |
Darkness | +27% |
Physical | +34% |
Mind | +24% |
All | +14% |
Defense: Base
Armour (hardiness) | 30 (49.309173272933%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 6.7096774193548 |
Physical Save | 49 |
Spell Save | 29 |
Mental Save | 49 |
Defense: Resistances
Blight | + 40%( 70%) |
Arcane | + 38%( 70%) |
Cold | + 48%( 70%) |
All | + 35%( 70%) |
Darkness | + 48%( 70%) |
Light | + 64%( 80%) |
Temporal | + 43%( 70%) |
Lightning | + 51%( 70%) |
Mind | + 61%( 70%) |
Fire | + 41%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Instadeath Resistance | 100% |
Stun Resistance | 0% |
Pinning Resistance | 50% |
Poison Resistance | 70% |
Blind Resistance | 75% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.5 steam per turn. Can be activated for an instant burst of 83 steam. Its effects scale with your Cunning 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 149% efficiency and cooldown mod of 51%. Its effects scale with your Dexterity 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 116% efficiency and cooldown mod of 51%. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 591% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.2 steam per turn. Can be activated for an instant burst of 66 steam. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Agile Gunner |
talent | Automated Cloak Tessellation |
talent | Chant of Fortitude |
talent | Evasive Shots |
talent | Embedded Restoration Systems |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * 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! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Stealth +8 Pinning- +50% ---------- misc Talents +4 Moss Tread Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | ![]() 3.0 T5 shot ammo [Ego+] Nature/Master Power 174% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +16.0% Capacity 25 Proj.spd +200% Ranged+ +48 insidious poison While equipped: ---------- misc Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Resists +8% blight Max.HP +51.00 HP.reg +2.50 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +10 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +15 (+5 eff.) Blind- +50% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A Helmet. But with steam power! |
On hands | ![]() 1.0 T5 hands armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +24.0% Spell.crit +33% Mind.crit +36% Crit.mult +26.00% Melee+ 18 temporal Ranged+ 11 temporal Dmg.mod +9% temporal Res.pen +20% fire Melee Ret 12 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Resists +9% fire +12% temporal Disarm- +100% ---------- misc Talents +5 Iron Grip Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +4 Str +2 Mag +2 Wil +2 Con dps ---------- Crit.mult +20.00% S.pwr/crit +8 ---------- misc Mana/turn +0.12 Wards +4 acid +5 nature +4 light Talents +1 Ward Harden the skin for 7 turns increasing armour by 82 and armour hardiness by 70% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 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 | ![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +10 Con dps ---------- Dmg.mod +9% mind Res.pen +25% lightning +10% nature +10% mind ----- def ----- Resists +15% mind +24% lightning Phys.save +20 (+6 eff.) Rings can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Ego++] Nature While equipped: Stats +8 Lck dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +20 (+6 eff.) Unseen.red 16% Blind- +25% ---------- misc Infravis +5 Sight +2 See.Invis +5 Amulets can have magical properties. |
In main hand | ![]() 4.0 T4 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). * splashes acid on your target dealing 74 damage and reducing their armor Uses 2.0 Steam While equipped: ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Nature/Psionic While equipped: Stats +4 Str +5 Dex +6 Wil +6 Cun ----- def ----- Phys.save +15 (+5 eff.) Spell.save +13 (+6 eff.) Mind.save +25 (+8 eff.) Max.HP +77.00 A belt that goes around your waist. |
In off hand | ![]() 4.0 T5 steamgun 1H weapon [Unique] Psionic/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit.r1 +90 20% chance of physical repulsion On Hit: * deal 61.65 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Steampwr +15 (+3 eff.) Mind.pwr +15 (+5 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. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Dex +6 Cun +8 Mag dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +15% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+4 eff.) Resists +20% light +20% cold +20% darkness +20% nature Res.Cap +10% light ---------- misc Masteries +0.20 Celestial/Sun +0.20 Celestial/Radiance +0.20 Spell/Phantasm +0.20 Celestial/Light Barrier: Level 3.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 189 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Spell.pwr +20 (+9 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +15% physical +17% light +20% darkness +21% arcane +18% all Res.pen +13% darkness +20% physical Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 37% chance to disease * 35% chance to inflict 15% damage reduction ----- def ----- Defense +5 (+2 eff.) Resists +25% light +5% arcane HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% ---------- misc Max.hate +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 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 125% efficiency and cooldown mod of 72%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.0 steam per turn. Can be activated for an instant burst of 70 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 62 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 234 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 34% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 354% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 12 turns. While Heroism is active, you will only die when reaching -550 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 11 turns. While Heroism is active, you will only die when reaching -580 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. While Heroism is active, you will only die when reaching -391 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 10 turns. While Heroism is active, you will only die when reaching -440 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 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 create a protective shield absorbing at most 348 damage for 5 turns. 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 ability. |
![]() 0.1 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 6. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 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? |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +0 (+0 eff.) ----- 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 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +9 Lck dps ---------- Crit.mult +10.00% Acc +13 (+3 eff.) Apr +11 ----- def ----- Defense +7 (+2 eff.) Unseen.red 11% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +15% mind Confus- +25% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +15% lightning Stun/Frz- +29% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +11% physical Blind- +22% ---------- misc Stam/turn +0.70 Infravis +4 Sight +2 See.Invis +6 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag dps ---------- Spell.crit +2% Spell.pwr +4 (+2 eff.) Dmg.mod +27% arcane Melee Ret 20 blight ----- def ----- Resists +6% mind Spell.save +30 (+13 eff.) Heal.mod +26% Cut- +70% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 254 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+10 eff.) Steampwr +40 (+8 eff.) Spell.pwr +40 (+16 eff.) Mind.pwr +40 (+13 eff.) May understand old Sher'Tul language. When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+6 eff.) Mind.save +18 (+6 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 271.89 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 8 arcane ----- def ----- Fatigue -8% Resists +24% mind Crit.dmg- 15.00% Spell.save +30 (+13 eff.) Confus- +36% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +40.00 Infravis +3 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +6 Mag +6 Con dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Phys.save +20 (+6 eff.) Max.HP +76.00 HP.reg +2.70 ---------- misc See.Invis +6 Telepathy Dragon Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Melee+ 10 light 10 darkness Dmg.mod +15% light +7% temporal +16% darkness +6% physical On Melee Ret: * 9% chance to inflict 15% damage reduction * 11% chance to blind Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +6 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Crit.dmg- 15.00% Spell.save +28 (+13 eff.) Die.at -40.00 life Pinning- +15% Knockbk- +10% ---------- misc Max.stam +18.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +14% acid Acc +6 (+1 eff.) ----- def ----- Resists +28% acid Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Str +5 Mag +4 Cun dps ---------- Spell.crit +2% Crit.mult +10.00% Spell.pwr +10 (+5 eff.) Phasing +50% ---------- misc Mana/s.crit +3.00 Vim/s.crit +3.00 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +4 Str +4 Dex +7 Mag dps ---------- Crit.mult +12.00% Acc +2 (+0 eff.) ----- def ----- Armour +4 Spell.save +14 (+7 eff.) Die.at -40.00 life Max.HP +20.00 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +23% blight +6% fire +22% nature +9% temporal Spell.save +42 (+17 eff.) Poison- +30% Disease- +30% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
![]() 4.0 T3 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Crit +0.0% Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit.r1 +0 20% chance of physical repulsion On Hit: * every third hit always crits. Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
![]() 4.0 T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% On Hit.r1 +0 20% chance of physical repulsion On Crit.r2 +8 nature Uses 2.0 Steam While equipped: Stats +3 Str +2 Dex +3 Mag +2 Wil dps ---------- Phys.pwr +9 (+3 eff.) ---------- misc Infravis +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T4 steamgun 1H weapon [Ego+] Disrupt/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +16 nature On Hit.r1 +0 20% chance of physical repulsion On Crit: * silences the target Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% physical Res.pen +11% nature +13% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 9.0 T5 steamgun 2H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Dmg.mult 125% Range +6 Proj.spd +600% Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
![]() 4.0 T5 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +19 fire On Crit.r2 +4 darkness +14 lightning Uses 2.0 Steam While equipped: Stats +2 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +22% fire ----- def ----- Res/telep +8% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 shot ammo [Rare] Arcane Power 160% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Light Acc+ +0.1% dam / acc Apr +13 Crit +5.5% Capacity 48 Rld cld 5 On Hit.r1 +16 light +20 lightning On Hit: * 20% chance to daze at end of turn * 40% chance to blind While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Nature Power 149% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target While equipped: These perfectly white spheres appear to have been worn down by years of exposure to strong winds. This object's appearance was changed to ???. |
![]() 3.0 T5 shot ammo [Ego++] Arcane/Master Power 174% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +17 Crit +17.0% Capacity 53 Rld cld 3 On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +9% fire Crit.dmg- 10.00% Phys.save +20 (+6 eff.) Spell.save +6 (+3 eff.) HP.reg +1.70 Heal.mod +17% Blind- +30% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Str +6 Cun +6 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Spell.save +7 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.psi +10.00 Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Psionic While equipped: Stats +5 Str +5 Dex +8 Wil +4 Cun ----- def ----- Phys.save +15 (+5 eff.) Spell.save +14 (+7 eff.) Mind.save +21 (+7 eff.) Max.HP +63.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+3 eff.) Resists +0% nature +0% cold ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 9 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +20 (+5 eff.) ----- def ----- Defense +9 (+3 eff.) Fatigue -6% Resists +0% nature +0% cold Phys.save +8 (+2 eff.) Max.HP +60.00 ---------- misc Max.stam +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 T3 feet armor [Ego++] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Dmg.mod +7% physical Apr +6 ----- def ----- Armour +3 Fatigue +3% ---------- misc Size +1 Heave: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +10 Lck +3 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +3 Fatigue +3% Stealth +8 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +6% light Res.pen +10% fire On Hit (Melee): * 30% chance to blind On Melee Ret: * 45% chance to disease * 29% chance to inflict 15% damage reduction ----- def ----- Armour +24 Fatigue +5% Resists +10% acid +6% light +25% fire +12% cold +12% lightning Stealth +0 Silence- +32% Confus- +44% Stun/Frz- +36% ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Ego++] Arcane/Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Mind.pwr +7 (+2 eff.) Res.pen +8% physical ----- def ----- Armour +5 Fatigue +4% Silence- +45% Confus- +30% Stun/Frz- +33% Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Ego+] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Melee+ 8 nature Dmg.mod +6% nature Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +2 Resists +6% nature Disarm- +0% Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 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 Disarm- +0% 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. |
![]() 1.5 T5 hands armor [Rare] Arcane While equipped: Stats +5 Dex +6 Mag dps ---------- Dmg.mod +10% arcane Apr +5 ----- def ----- Armour +3 Spell.save +12 (+6 eff.) Mind.save +30 (+10 eff.) Disarm- +20% Pinning- +10% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Gauntlets. But with steam power! |
![]() 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun dps ---------- Crit.mult +5.00% Acc +7 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+2 eff.) Fatigue +3% Resists +8% acid +3% temporal +8% fire +5% arcane +9% blight +7% cold +13% mind +5% lightning Mind.save +19 (+6 eff.) Confus- +27% ---------- misc Equi/ret +0.04 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- 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. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +7 Con dps ---------- Crit.mult +9.00% Mind.pwr +4 (+1 eff.) Acc +8 (+2 eff.) ----- def ----- Armour +13 Fatigue +3% Phys.save +10 (+3 eff.) Mind.save +9 (+3 eff.) Die.at -20.00 life ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Telepathy Humanoid/Orc Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
![]() 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 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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. |
![]() 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 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 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 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +6 Wil dps ---------- Spell.pwr +14 (+7 eff.) Dmg.mod +3% acid +9% lightning +11% mind +10% light Res.pen +25% temporal Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 15% chance to corrode armour by 30% On Melee Ret: * 39% chance to disease * 24% chance to inflict 15% damage reduction ----- def ----- Resists +10% darkness Affinity +5% light ---------- misc Light +8 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 41.14 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego++] Arcane/Psionic While equipped: ----- def ----- Defense +14 (+4 eff.) Resists +10% cold +8% temporal Phys.save +14 (+4 eff.) Spell.save +15 (+7 eff.) Mind.save +13 (+4 eff.) Def/telep +13 Res/telep +14% Dur/telep +19% ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 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 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. 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. |
amazing fiery salve [power 35] amazing fiery salve [power 35]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 149% efficiency and 51% cooldown modifier. Remove 3 magical effects and grants a fiery aura (35% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 35] amazing frost salve [power 35]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 149% efficiency and 51% cooldown modifier. Remove 3 physical effects and grants a frost aura (35% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 506] amazing healing salve [power 506]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 149% efficiency and 51% cooldown modifier. Heal 506 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 443] amazing pain suppressor salve [power 443]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 149% efficiency and 51% cooldown modifier. Let you fight up to -443 life and reduces all damage by 28% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 35] amazing water salve [power 35]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 149% efficiency and 51% cooldown modifier. Remove 3 mental effects and grants a water aura (35% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str +1 Dex dps ---------- Phys.pwr +6 (+2 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+4 eff.) Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save +15 (+5 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.' |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 259/400 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 T4 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Crit.mult +9.00% Phys.pwr +4 (+1 eff.) Dmg.mod +18% mind Apr +2 Melee Ret 8 mind ----- def ----- Die.at -60.00 life Max.HP +50.00 ---------- misc Wards +4 acid +3 nature +4 light Talents +1 Ward Heal a target within range 7 (based on Willpower) for 180 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Hyrri the Orc Gunslinger level 46
46th Loss 124th year of Ascendancy at 19:09 see stats
By Hyrri the Orc Gunslinger level 12
45th Retaking 124th year of Ascendancy at 23:47 see stats
By Hyrri the Orc Gunslinger level 27
44th Pain 124th year of Ascendancy at 19:48 see stats
By Hyrri the Orc Gunslinger level 50
11st Destruction 124th year of Ascendancy at 09:41 see stats
By Hyrri the Orc Gunslinger level 10
29th Retaking 124th year of Ascendancy at 07:37 see stats
By Hyrri the Orc Gunslinger level 20
16th Pain 124th year of Ascendancy at 08:06 see stats
By Hyrri the Orc Gunslinger level 30
3rd Dearth 124th year of Ascendancy at 14:23 see stats
By Hyrri the Orc Gunslinger level 40
5th Loss 124th year of Ascendancy at 11:16 see stats
By Hyrri the Orc Gunslinger level 50
4th Destruction 124th year of Ascendancy at 23:46 see stats
By Hyrri the Orc Gunslinger level 50
26th Destruction 124th year of Ascendancy at 23:50 see stats
By Hyrri the Orc Gunslinger level 50
5th Destruction 124th year of Ascendancy at 00:02 see stats
By Hyrri the Orc Gunslinger level 30
5th Dearth 124th year of Ascendancy at 07:07 see stats
By Hyrri the Orc Gunslinger level 31
12nd Dearth 124th year of Ascendancy at 06:03 see stats
By Hyrri the Orc Gunslinger level 30
4th Dearth 124th year of Ascendancy at 01:25 see stats
By Hyrri the Orc Gunslinger level 50
11st Destruction 124th year of Ascendancy at 04:28 see stats
By Hyrri the Orc Gunslinger level 34
16th Dearth 124th year of Ascendancy at 22:00 see stats
By Hyrri the Orc Gunslinger level 31
5th Dearth 124th year of Ascendancy at 12:50 see stats
By Hyrri the Orc Gunslinger level 50
10th Destruction 124th year of Ascendancy at 00:19 see stats
By Hyrri the Orc Gunslinger level 18
15th Pain 124th year of Ascendancy at 15:22 see stats
By Hyrri the Orc Gunslinger level 34
16th Dearth 124th year of Ascendancy at 00:17 see stats
By Hyrri the Orc Gunslinger level 14
3rd Pain 124th year of Ascendancy at 07:31 see stats
Log
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 37 turns (stop reason: all resources and life at maximum).
You are yanked out of this place!
There is a Way into old ruins in the Erúan desert here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Ran for 1 turns (stop reason: didn't move).
Saving done.
Today is the 37th Destruction of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:51.
There is a Entrance to the Sunwall Outpost here (press '' or right click to use).
Today is the 38th Destruction of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
Today is the 39th Destruction of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
Saving game...
Saving done.
Hyrri deactivates Embedded Restoration Systems.
Hyrri deactivates her cloak's restoration systems.
Hyrri deactivates Evasive Shots.
Hyrri deactivates Agile Gunner.
Hyrri tessellates her cloak!
Hyrri deactivates Chant of Fortitude.