









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! 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:
Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 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:
Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 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 Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Archmage |
| Level / Exp | 50 / 410% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 36 (base 10) |
| Dexterity | 44 (base 29) |
| Constitution | 17 (base 10) |
| Magic | 79 (base 60) |
| Willpower | 61 (base 60) |
| Cunning | 71 (base 60) |
Resources
| Life | 976/976 |
| Mana | 293/293 |
| Steam | 100/100 |
| Positive | 197/197 |
| Healing Factor | 1.3961497326203 |
| Regeneration | 5.7940213903743 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +50% |
| Spell | 0% |
| Global | +127% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 12.80012041818 |
| See Invisible | 43.749787925649 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 29 |
| Crit Chance | 33% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 77 |
| Crit Chance | 37% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +38% |
| Blight | +44% |
| Arcane | +28% |
| Cold | +17% |
| All | +13% |
| Lightning | +17% |
| Light | +23% |
| Physical | +22% |
| Fire | +126% |
| Nature | +38% |
Offense: Damage Penetration
| Arcane | +35% |
| Fire | +107% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 55 (30%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 14 |
| Physical Save | 31 |
| Spell Save | 39 |
| Mental Save | 36 |
Defense: Resistances
| Physical | + 15%( 70%) |
| Lightning | + 38%( 70%) |
| Light | + 38%( 70%) |
| Cold | + 2%( 70%) |
| Darkness | + 20%( 70%) |
| Arcane | + 24%( 70%) |
| Fire | + 64%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 76% |
| Confusion Resistance | 25% |
| Poison Resistance | 100% |
| Disarm Resistance | 50% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 75% |
| Silence Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| 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 151% efficiency and cooldown mod of 56%. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 130 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1218% for 10 turns (682 total) and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 495 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Burning Wake |
| talent | Wildfire |
| talent | Quicken Spells |
| talent | Essence of Speed |
| talent | Keen Senses |
| talent | Shielding |
| talent | Disruption Shield |
| beneficial effect | You have 2 charges. Death Momentum |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | 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 | Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Phys.save +15 (+7 eff.) Pinning- +75% Knockbk- +25% Teleport- +100% Generate 3 steam each time you walk. Boots. But with steam power! |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(118 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Visage of Nektosh (4 def, 8 armour) 3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+2 eff.) Mov.spd +10% Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness Silence- +50% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
| Tool | Getta the Cinderguile [power 336] (15 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% blight +12% fire Res.pen +10% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 * 20% chance to reduce all saves and defense by 34 Heal yourself and all friendly characters within 10 spaces for 336 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +2 Str dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Armour +8 Resists +9% fire Mind.save +6 (+3 eff.) HP.reg +2.00 Confus- +25% Stun/Frz- +26% 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 | Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+4 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 5.6 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 309.30 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| Around waist | monstrous drakeskin leather belt of life |
| In main hand | infernal dragonbone magestaff of channeling (136% power, 6 apr, fire element) 5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +22.00% Spell.pwr +32 (+7 eff.) Melee+ 25 fire Dmg.mod +30% fire ---------- misc Mana/turn +5.10 See.Invis +14 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 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% ---------- misc Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Main armor | Firewalker (15 def, 12 armour) 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire 0 physical ----- def ----- Armour +12 Defense +15 (+5 eff.) Fatigue +0% Resists +50% fire -10% cold +11% all Crit.dmg- 35.00% Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
| Cloak | Wrap of Stone (0 def, 0 armour) 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +5% physical ----- def ----- Resists +30% lightning +5% physical +0% nature +0% cold Stun/Frz- +50% ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.5 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 177.11 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+11 eff.) Steampwr +40 (+10 eff.) Spell.pwr +40 (+8 eff.) Mind.pwr +40 (+10 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Inventory
medical injector implant (efficiency 89% / cooldown 94%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 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 89% efficiency and cooldown mod of 94%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the wizard (efficiency 161% / cooldown 62%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 161% efficiency and cooldown mod of 62%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Beludhena0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +16 Lck dps ---------- Res.pen +5% arcane Acc +14 (+7 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Defense +14 (+5 eff.) Fatigue -6% Resists +3% blight Unseen.red 22% HP.reg +2.00 Amulets can have magical properties. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
archmage's voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +5% Crit.mult +18.00% Spell.pwr +15 (+3 eff.) Dmg.mod +6% acid +8% blight +12% fire +6% lightning +6% cold Amulets can have magical properties. |
copper amulet of vision0.1 T1 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +12% ---------- misc Infravis +3 Sight +2 See.Invis +5 Amulets can have magical properties. |
gold amulet 'Dazzlebiter'0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Mag +3 Wil +1 Cun +4 Con +7 Lck dps ---------- Mind.pwr +7 (+2 eff.) Res.pen +5% light Acc +5 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) Resists +13% mind Mind.save +9 (+4 eff.) Unseen.red 12% Confus- +42% ---------- misc Light +3 Infravis +3 Amulets can have magical properties. |
grounding steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets can have magical properties. |
steel amulet 'Falogokor'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Defense +15 (+5 eff.) Resists +12% lightning +5% arcane Disease- +20% Confus- +10% Stun/Frz- +25% Amulets can have magical properties. |
Bethalrakira the Shadowdash0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +6% acid +6% nature Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce armor by 44% ----- def ----- Resists +9% darkness Phys.save +4 (+2 eff.) Rings can have magical properties. |
Ring of Lost Love0.1 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" |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 18.72 cold and 19.52 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gladiator's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +2 Mag +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 12 light Ranged+ 12 light Dmg.mod +10% light Rings can have magical properties. |
Eclipse (117% power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+3 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Plague-Fire Sceptre (127% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 127% Range: 1.2x Uses 150% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+6 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
earthen yew magestaff of illumination (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego] Arcane/Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% arcane ----- def ----- Armour +4 Hardiness +4% Defense +7 (+2 eff.) Phys.save +5 (+2 eff.) ---------- misc Mana/turn +0.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 164.24 light damage. Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone magestaff of the prodigy (136% power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +12 Mag +18 Wil +14 Cun dps ---------- Spell.crit +5% Spell.pwr +18 (+4 eff.) S.pwr/crit +8 Dmg.mod +30% fire Phasing +15% ----- def ----- Defense +12 (+4 eff.) Shield.pwr +16% ---------- misc Mana/turn +0.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal elven-wood magestaff of breaching (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +19 (+4 eff.) Dmg.mod +25% fire Res.pen +12% fire Phasing +14% ----- def ----- Defense +15 (+5 eff.) Shield.pwr +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood magestaff of wizardry (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +4% Crit.mult +24.00% Spell.pwr +23 (+5 eff.) Melee+ 19 fire Dmg.mod +25% fire ---------- misc Max.mana +48.00 See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone magestaff of channeling (136% power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +5% Spell.pwr +36 (+8 eff.) Melee+ 38 arcane Dmg.mod +30% fire ---------- misc Mana/turn +0.48 Max.mana +21.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff of breaching (136% power, 6 apr, lightning element)5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +8% Phys.pwr +8 (+3 eff.) Spell.pwr +23 (+5 eff.) Dmg.mod +30% lightning Res.pen +15% lightning Acc +10 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff of protection (136% power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +15 (+3 eff.) Dmg.mod +30% fire ----- def ----- Resists +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +0% acid +0% fire +0% nature +0% blight ----- def ----- Fatigue +0% Resists +20% blight +20% cold +20% nature Heal.mod +15% ---------- misc Max.enc +0 A belt rumoured to have been worn by the Conclave healers. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +0% lightning Phys.save +10 (+5 eff.) Stun/Frz- +0% Has a 50% chance each turn to slash an adjacent enemy for 179 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Resists +0% nature +0% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Dex +3 Wil +2 Cun ----- def ----- Defense +2 (+1 eff.) Mind.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blizzardpall (3 def, 4 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Wil +8 Mag dps ---------- Spell.crit +6% Spell.pwr +19 (+4 eff.) Dmg.mod +8% light Res.pen +15% cold Melee Ret 0 physical ----- def ----- Armour +4 Defense +3 (+1 eff.) Fatigue +0% Resists +6% darkness +5% light +3% cold +6% mind +9% all Max.HP +32.00 ---------- misc Mana/turn +0.20 Psi/turn +0.14 Max.mana +40.00 Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight Melee Ret 0 physical ----- def ----- Armour +0 Fatigue +0% Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Phys.save +0 (+0 eff.) Pinning- +50% Knockbk- +0% Teleport- +0% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (155 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (265 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
scholar's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +1 Phys.save +0 (+0 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% A pair of boots made of leather. |
Boltoozer (0 def, 7 armour)1.5 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Wil +3 Con dps ---------- Melee+ 15 temporal Ranged+ 11 temporal Dmg.mod +6% lightning +6% temporal Res.pen +15% lightning ----- def ----- Armour +7 Fatigue +5% Resists +9% lightning +7% temporal Mind.save +5 (+2 eff.) Max.HP +60.00 Disarm- +20% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming voratun gauntlets of sorrow (0 def, 3 armour)1.5 T4 hands armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Mind.pwr +6 (+2 eff.) Melee+ 15 mind 19 darkness On Hit (Melee): * 16% chance to reduce all saves and defense by 34 ----- def ----- Armour +3 Fatigue +5% Mind.save -11 (-6 eff.) ---------- misc Mana/turn +0.25 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
umbral hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 7 darkness Dmg.mod +3% darkness ----- def ----- Armour +2 Resists +5% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-4 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. |
grounding iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
29 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 35 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
7 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- 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. |
nightwalker's dwarven lantern of the zealot1.0 T5 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +16.00% Phys.pwr +9 (+3 eff.) ----- def ----- Resists +3% all Spell.save +11 (+4 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+5 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
5 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
40 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 248/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 33] amazing fiery salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 56% cooldown modifier. Remove 3 magical effects and grants a fiery aura (33% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 33] amazing frost salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 56% cooldown modifier. Remove 3 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 477] amazing healing salve [power 477]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 56% cooldown modifier. Heal 477 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing water salve [power 33] amazing water salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 56% cooldown modifier. Remove 3 mental effects and grants a water aura (33% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great fiery salve [power 29] great fiery salve [power 29]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 56% cooldown modifier. Remove 2 magical effects and grants a fiery aura (29% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great frost salve [power 29] great frost salve [power 29]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 56% cooldown modifier. Remove 2 physical effects and grants a frost aura (29% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 411] great healing salve [power 411]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 56% cooldown modifier. Heal 411 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great water salve [power 29] great water salve [power 29]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 56% cooldown modifier. Remove 2 mental effects and grants a water aura (29% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
27 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Hellcow the Whitehoof Archmage level 7
15th Retaking 124th year of Ascendancy at 23:56 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Hellcow the Whitehoof Archmage level 10
25th Retaking 124th year of Ascendancy at 05:29 see stats
Blood on the Moon (Roguelike)
Kill all of the Star Gazers within 7 game turns.By Hellcow the Whitehoof Archmage level 29
23rd Revenge 124th year of Ascendancy at 23:27 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Hellcow the Whitehoof Archmage level 46
19th Loss 124th year of Ascendancy at 11:57 see stats
Do not go gentle into that good night (Roguelike)
Trapped John.By Hellcow the Whitehoof Archmage level 35
44th Revenge 124th year of Ascendancy at 10:23 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Hellcow the Whitehoof Archmage level 25
15th Revenge 124th year of Ascendancy at 13:11 see stats
Imp'ing Away (Roguelike)
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Hellcow the Whitehoof Archmage level 50
39th Loss 124th year of Ascendancy at 00:54 see stats
Level 10 (Roguelike)
Got a character to level 10.By Hellcow the Whitehoof Archmage level 10
24th Retaking 124th year of Ascendancy at 04:54 see stats
Level 20 (Roguelike)
Got a character to level 20.By Hellcow the Whitehoof Archmage level 20
1st Revenge 124th year of Ascendancy at 04:02 see stats
Level 30 (Roguelike)
Got a character to level 30.By Hellcow the Whitehoof Archmage level 30
27th Revenge 124th year of Ascendancy at 07:36 see stats
Level 40 (Roguelike)
Got a character to level 40.By Hellcow the Whitehoof Archmage level 40
37th Pain 124th year of Ascendancy at 17:25 see stats
Level 50 (Roguelike)
Got a character to level 50.By Hellcow the Whitehoof Archmage level 50
36th Loss 124th year of Ascendancy at 15:33 see stats
Once Upon A Time, In the West... (Roguelike)
Hear the Eidolon's retelling of the Scourge from the West's journey.By Hellcow the Whitehoof Archmage level 50
10th Remembrance 125th year of Ascendancy at 02:04 see stats
One Ill Turn Deserves Another (Roguelike)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Hellcow the Whitehoof Archmage level 48
34th Loss 124th year of Ascendancy at 17:00 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Hellcow the Whitehoof Archmage level 31
28th Revenge 124th year of Ascendancy at 12:20 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Hellcow the Whitehoof Archmage level 46
17th Loss 124th year of Ascendancy at 16:43 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Hellcow the Whitehoof Archmage level 22
7th Revenge 124th year of Ascendancy at 18:11 see stats
Sufficiently Advanced Technology (Roguelike)
Put five points into each of the tinker-crafting talents as any mage class.By Hellcow the Whitehoof Archmage level 43
49th Pain 124th year of Ascendancy at 02:03 see stats
The Dead God Rests (Roguelike)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Hellcow the Whitehoof Archmage level 50
38th Loss 124th year of Ascendancy at 15:49 see stats
The High Lady's Destiny (Finale) (Roguelike)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Hellcow the Whitehoof Archmage level 33
39th Revenge 124th year of Ascendancy at 20:13 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Hellcow the Whitehoof Archmage level 24
15th Revenge 124th year of Ascendancy at 04:22 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Hellcow the Whitehoof Archmage level 46
19th Loss 124th year of Ascendancy at 12:06 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Hellcow the Whitehoof Archmage level 16
34th Retaking 124th year of Ascendancy at 07:05 see stats
Log
Rested for 47 turns (stop reason: dialog is displayed).
You gain 20.00 gold from the melting of stralite torque of psionic shield [power 107] (25 cooldown).
You gain 2.45 gold from the melting of barbed quiver of elven-wood arrows of torment (22/22, 176% power, 14 apr).
You gain 4.40 gold from the melting of thaloren drakeskin leather cap of knowledge (0 def, 5 armour).
You gain 3.22 gold from the melting of spellwoven elven-silk robe of power (0 def, 0 armour).
You gain 1.84 gold from the melting of enveloping elven-silk cloak of protection (13 def, 0 armour).
You gain 12.20 gold from the melting of infernal dragonbone starstaff of warding (136% power, 6 apr, light element).
You gain 13.77 gold from the melting of greater dragonbone magestaff of invocation (136% power, 6 apr, fire element).
You gain 23.64 gold from the melting of Belimnir the dragonbone vilestaff (136% power, 6 apr, lightning element).
You gain 12.70 gold from the melting of wanderer's voratun amulet.
You collect a new ingredient: stack of herbs (goldleaf) (2).
You gain 6.50 gold from the melting of schematic: Toxic Cannister Launcher.
There is a Strange temporal disruption 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...
Today is the 11st Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:13.
Today is the 12nd Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:33.
Ran for 16 turns (stop reason: hostile spotted to the southwest (Sun Paladins patrol)).
Saving done.
Hellcow deactivates Shielding.
Hellcow deactivates Disruption Shield.
Hellcow deactivates Keen Senses.
Hellcow deactivates Essence of Speed.
Hellcow deactivates Wildfire.
Hellcow deactivates Burning Wake.
Hellcow deactivates Quicken Spells.













































































































































