










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
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 ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Insane Adventure |
| Sex | Female |
| Race | Orc |
| Class | Berserker |
| Level / Exp | 50 / 1676% |
| Size | big |
| Lifes / Deaths | Killed by Emayatira the fox at level 25 on the 31st Revenge 124th year of Ascendancy at 21:12 2 / 5Killed by Zubuda the war bear at level 25 on the 32nd Revenge 124th year of Ascendancy at 03:14 Killed by ghoulking at level 32 on the 15th Pain 124th year of Ascendancy at 07:42 Killed by ghoulking at level 32 on the 15th Pain 124th year of Ascendancy at 09:40 Killed by Adotta the sunwall archer at level 35 on the 42nd Pain 124th year of Ascendancy at 12:52 |
Primary Stats
| Strength | 147 (base 60) |
| Dexterity | 77 (base 60) |
| Constitution | 50 (base 29) |
| Magic | 16 (base 10) |
| Willpower | 32 (base 10) |
| Cunning | 80 (base 60) |
Resources
| Life | 1759/1759 |
| Stamina | 297/297 |
| Steam | 100/100 |
| Healing Factor | 1.7627272727272 |
| Regeneration | 2.9084999999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 5 |
| See Stealth | 41.029297776136 |
| See Invisible | 53.029297776136 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 283 |
| Accuracy | 71 |
| Crit Chance | 73% |
| APR | 52 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Temporal | +6% |
| Physical | +41% |
| Arcane | +12% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +28% |
| Lightning | +32% |
| Arcane | +22% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 97.723073231957 (100%) |
| Defense | 33 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 51 |
| Spell Save | 23 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 31%( 70%) |
| Mind | + 35%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 25%( 70%) |
| Lightning | + 40%( 70%) |
| Physical | + 46%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 49% |
| Poison Resistance | 15% |
| Blind Resistance | 20% |
| Silence Resistance | 38% |
| Pinning Resistance | 0% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
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 230% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 11 turns. While Heroism is active, you will only die when reaching -855 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 531% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 193% efficiency and cooldown mod of 55%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Berserker Rage |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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. | active |
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 | Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+4 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | Glelramina1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +3 Str +10 Wil dps ---------- Phys.crit +9.0% Crit.mult +25.00% Phys.pwr +14 (+2 eff.) Res.pen +5% arcane Melee Ret 8 arcane ---------- misc Light +6 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Gleth the drakeskin leather cap (0 def, 9 armour) 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +12% arcane Acc +25 (+6 eff.) ----- def ----- Armour +9 Fatigue +5% Resists +23% mind +5% nature Spell.save +9 (+5 eff.) Mind.save +27 (+9 eff.) Max.HP +60.00 Heal.mod +30% Confus- +49% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.04 Light +7 Infravis +3 A cap made of leather. |
| Tool | Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 31 power out of 100/100 The very essence of bearness! |
| On fingers | Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +9 Cun +10 Dex dps ---------- Phys.pwr +8 (+1 eff.) Mov.spd +22% Dmg.mod +6% temporal Acc +28 (+7 eff.) ----- def ----- Armour +4 Defense +10 (+5 eff.) Resists +1% physical Silence- +38% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.29 Max.stam +10.00 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 Puts all charms on 1 cooldown Activation is instant. "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 | Aerekhad0.1 T4 ring jewelry [Rare] Nature While equipped: ----- def ----- Resists +12% light +5% arcane Phys.save +6 (+2 eff.) Mind.save +20 (+6 eff.) Die.at -80.00 life Max.HP +73.00 HP.reg +1.40 Heal.mod +19% Blind- +20% Poison- +15% Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
| Around waist | Emblem of Evasion 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+6 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 10 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | voratun greatsword 'Aerytira' (59-94.4 power, 24 apr) 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 59.0 - 94.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +24 Crit +25.0% Atk.spd 100% Melee+ +28 blight On Hit: 10% Epidemic 5 On Hit: * 28% chance to inflict 15% damage reduction * 28% chance to disease * 20% chance to curse the target While equipped: Stats +2 Str +2 Mag dps ---------- Dmg.mod +19% physical Res.pen +10% arcane +21% physical Apr +21 ----- def ----- Fatigue -6% Resists +5% arcane +9% blight Disease- +49% Massive two-handed swords. |
| On hands | Radhudevon the voratun gauntlets (0 def, 12 armour) 1.5 T5 hands armor [Random Unique] Arcane/Nature While equipped: Stats +5 Mag +8 Wil dps ---------- Spell.pwr +2 (+1 eff.) S.pwr/crit +10 Melee+ 11 fire 17 arcane 11 physical Dmg.mod +10% fire +7% physical ----- def ----- Armour +12 Resists +9% arcane +9% fire Crit.dmg- 15.00% ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 31.0 - 43.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% Melee+ +16 arcane On Hit.r1 +13 physical On Crit.r2 +13 fire +13 physical On Hit: 10% Manathrust 3 On Hit: 10% Sand Breath 5 On Hit: 10% Fire Breath 5 Disperse Magic: Puts all charms on 7 cooldown Level 3.0 Pwr.cost 7 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Cuirass of the Dark Lord (0 def, 35 armour) 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +35 Hardiness +20% Fatigue +26% Resists +20% physical Phys.save +15 (+5 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 448.38 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 8 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
| Cloak | Blazestreak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +25% lightning Acc +24 (+6 eff.) Melee Ret 20 lightning ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +9% darkness +30% lightning Max.HP +60.00 Stun/Frz- +50% ---------- misc Max.stam +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+7 eff.) Steampwr +40 (+10 eff.) Spell.pwr +40 (+13 eff.) Mind.pwr +40 (+12 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 50%)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 50%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Islamina the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +20% physical Apr +5 Melee Ret 16 physical ----- def ----- Armour +6 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Resists +22% lightning Phys.save +20 (+7 eff.) Heal.mod +20% Stun/Frz- +35% Amulets can have magical properties. |
stralite amulet 'Kheliharagen'0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex +2 Wil +9 Cun +18 Con +17 Lck dps ---------- Spell.crit +3% S.pwr/crit +6 Mov.spd +10% Phasing +20% Acc +17 (+4 eff.) Melee Ret 12 blight 12 arcane On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Defense +17 (+8 eff.) Fatigue -8% Unseen.red 18% HP.reg +1.20 ---------- misc Stam/turn +1.30 Amulets can have magical properties. |
Garkul's Teeth0.1 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 5.2 Pwr.cost 4 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 456.85 physical damage in a radius 8 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. |
restful voratun amulet of constitution (+7)0.1 T5 amulet jewelry [Ego] Nature/Master While equipped: Stats +7 Con ----- def ----- Fatigue -10% HP.reg +2.90 Amulets can have magical properties. |
Bogfurnace the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +10% darkness +20% nature Melee Ret 12 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% nature Max.HP +31.00 Disarm- +29% Pinning- +28% Knockbk- +30% Rings can have magical properties. |
mule's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -5% Mind.save +6 (+2 eff.) Confus- +23% ---------- misc Max.enc +22 Rings can have magical properties. |
Silybeth the Lightningspike0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Res.pen +20% lightning Melee Ret 12 light 8 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +9% light +6% lightning Phys.save +12 (+4 eff.) ---------- misc Light +3 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 25 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" |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (-10 eff.) Spell.save -30 (-26 eff.) Mind.save -30 (-11 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Baledur the Blindhunter (45-67.5 power, 3 apr)3.0 T4 battleaxe 2H weapon [Rare] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +12 darkness +8 arcane While equipped: dps ---------- Spell.pwr +20 (+7 eff.) Dmg.mod +9% arcane Res.pen +16% physical Acc +19 (+5 eff.) Apr +19 Melee Ret 16 darkness ----- def ----- Spell.save +20 (+10 eff.) ---------- misc Max.vim +30.00 Massive two-handed battleaxes. |
Erelugorn (59-88.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 59.0 - 88.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +27 acid +28 darkness Against +28% Living On Hit.r1 +4 temporal On Crit: * splashes the target with acid While equipped: dps ---------- Dmg.mod +3% acid +20% physical +6% temporal +12% blight Res.pen +5% blight +21% physical Apr +21 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 35% chance to corrode armour by 30% Massive two-handed battleaxes. |
voratun battleaxe 'Relgygen' (59-88.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 59.0 - 88.5 Temporal Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +14 blight On Hit: 10% Epidemic 5 On Hit: * 17% chance to disease * Random elemental explosion While equipped: dps ---------- Spell.crit +1% Res.pen +17% acid +19% fire +17% cold +20% arcane +24% lightning Acc +14 (+3 eff.) ----- def ----- Defense +13 (+6 eff.) Disease- +39% Disarm- +60% ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Max.vim +20.00 Massive two-handed battleaxes. |
arcing iron greatmaul (17.5-26.25 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 17.5 - 26.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed mauls. |
flaming steel greatmaul of massacre (35.5-53.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 35.5 - 53.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +7 fire Massive two-handed mauls. |
thought-forged steel greatmaul (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Psionic Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +16 mind On Hit: * 20% chance to cause random gloom While equipped: Stats +3 Cun +3 Wil Massive two-handed mauls. |
Kindlepierce the dwarven-steel greatmaul (39.5-59.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Psionic Power 39.5 - 59.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +20 light On Hit: * 20% chance to torment the target While equipped: Stats +4 Mag +5 Wil +2 Con dps ---------- Res.pen +14% mind +13% darkness On Hit (Melee): * 30% chance to blind Massive two-handed mauls. |
Aryriawyn (69-103.5 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master Power 69.0 - 103.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Phasing +10% Melee+ +20 lightning On Hit: * 25% chance for lightning to arc to a second target On Crit: * wounds the target for 7 turns: 26 bleeding, 77% reduced healing While equipped: dps ---------- Phys.crit +19.0% Phys.pwr +17 (+3 eff.) Spell.pwr +4 (+1 eff.) Res.pen +10% blight +17% physical Acc +12 (+3 eff.) Apr +19 ----- def ----- Resists +6% mind Crit.dmg- 15.00% Phys.save +20 (+7 eff.) Massive two-handed mauls. |
Drudolar (69-103.5 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Power 69.0 - 103.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +12 temporal +27 darkness Against +27% Living On Crit.r2 +42 ice On Hit: * 47% chance to cause random gloom While equipped: Stats +7 Dex +3 Mag +1 Cun dps ---------- Dmg.mod +19% physical Res.pen +19% cold +21% physical Apr +19 ----- def ----- Armour +21 Crit.dmg- 10.00% Massive two-handed mauls. |
iron greatsword (13.5-21.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 13.5 - 21.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Champion's Will (67-107.2 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 20% Con, 115% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 39 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 10 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Razorlock (25-37.5 power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 25.0 - 37.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +24 Crit +5.0% Atk.spd 100% Block +150 Recurse +2 Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +11 (+5 eff.) Fatigue +13% ---------- misc Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
The Black Spike (48-67.2 power, 20 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +15% darkness ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
spiked steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +6 Hardiness +0% Defense +2 (+1 eff.) Fatigue +14% Resists +16% fire A suit of armour made of mail. |
dwarven-steel mail armour 'Shimmerpulverizer' (11 def, 14 armour)14.0 T3 heavy armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun dps ---------- Melee Ret 8 acid 4 lightning On Hit (Melee): * 15% chance to corrode armour by 30% * 30% chance to daze at end of turn ----- def ----- Armour +14 Defense +11 (+5 eff.) Fatigue +16% Resists +9% acid +7% physical +6% lightning +21% fire Phys.save +15 (+5 eff.) Mind.save +16 (+5 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% A suit of armour made of mail. |
Therapeutic Platemail (4 def, 10 armour)12.0 T2 massive armor [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +0% Defense +4 (+2 eff.) Fatigue +22% Resists +15% cold +10% fire HP.reg +0.00 Heal.mod +30% Poison- +0% Disease- +0% Cut- +0% Cleanse up to 3 poisons or wounds detrimental effects. Uses 4 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Starglean (7 def, 13 armour)17.0 T4 massive armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Con dps ---------- Dmg.mod +3% light +6% arcane Res.pen +5% arcane On Hit (Melee): * 15% chance to blind * 15% chance to inflict 15% damage reduction ----- def ----- Armour +13 Defense +7 (+3 eff.) Fatigue +26% Resists +13% acid +11% physical +9% light +32% cold +9% lightning +12% fire Max.HP +49.00 HP.reg +3.40 Heal.mod +22% Poison- +0% Disease- +0% Cut- +0% Disarm- +31% Stun/Frz- +28% Knockbk- +31% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Monolith Armour (40 def, 50 armour)17.0 T5 massive armor Reqs Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+8 eff.) ----- def ----- Armour +50 Defense +40 (+15 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+11 eff.) Spell.save +35 (+17 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Starking1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +24% light Res.pen +10% light On Hit (Melee): * 15% chance to blind ----- def ----- Fatigue -6% Resists +3% light D.Red.from +31% Summoned ---------- misc Max.enc +59 Mana/turn +0.32 Max.mana +32.00 A belt that goes around your waist. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+7 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
dreamer's pair of drakeskin leather boots of massiveness (0 def, 5 armour)2.0 T5 feet armor [Ego++] Master/Psionic While equipped: Stats +9 Str +6 Con dps ---------- Dmg.mod +9% physical ----- def ----- Armour +5 Fatigue +5% Phys.save +11 (+4 eff.) Spell.save +14 (+7 eff.) Mind.save +11 (+3 eff.) ---------- misc Size +1 Heave: Puts all charms on 4 cooldown Level 3.0 Pwr.cost 4 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 5 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. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Vorobeth the Lustreravager (0 def, 4 armour)3.0 T3 feet armor [Rare] Psionic While equipped: dps ---------- Res.pen +20% light Melee Ret 20 lightning On Hit (Melee): * 30% chance to blind * 30% chance to daze at end of turn ----- def ----- Armour +4 Fatigue +3% Resists +6% light Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+4 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
corrosive rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 acid Dmg.mod +4% acid Acc +11 (+3 eff.) ----- def ----- Armour +1 Resists +6% acid Unarmed combat: Power 7.5 - 8.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Acc +6 Apr +1 Crit +5.0% Atk.spd 100% On Crit.r2 +6 acid On Hit: 10% Acid Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +3% cold ----- def ----- Armour +1 Resists +6% cold Unarmed combat: Power 7.5 - 8.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 ice On Hit: 10% Ice Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Scorchscar (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +25% fire ----- def ----- Armour +2 Resists +9% fire Phys.save +40 (+12 eff.) Spell.save +5 (+3 eff.) Mind.save +7 (+2 eff.) Cut- +25% Disarm- +24% Stun/Frz- +25% Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 10 cooldown Level 3.9 Pwr.cost 10 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
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 (-2 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
miner's hardened leather cap of strength (+4) (0 def, 4 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +3% ---------- misc Infravis +1 A cap made of leather. |
Beridur the voratun helm (0 def, 5 armour)3.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +7 Wil dps ---------- Dmg.mod +12% mind Res.pen +5% mind +10% temporal Acc +0 (+0 eff.) Melee Ret 8 physical ----- def ----- Armour +5 Fatigue +5% Resists +18% blight +6% temporal +10% darkness Spell.save +14 (+7 eff.) Mind.save +28 (+9 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +0 Circle of Sanctity: (Instant) Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
citrine0.0 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. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 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. |
5 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
18 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
16 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 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. |
21 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
19 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 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. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
4 turquoise0.0 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. |
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. |
7 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 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. |
9 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+4 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. |
3 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. |
Glowing Core1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
720 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
Chartitan1.0 T3 lite [Random Unique] Arcane/Nature While equipped: dps ---------- Melee Ret 8 arcane 16 fire ----- def ----- Resists +3% fire +11% cold +5% arcane +14% temporal Phys.save +7 (+3 eff.) Heal.mod +18% Def/telep +25 Res/telep +30% Dur/telep +32% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
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. |
iron armour reinforcement0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! |
potent fungal web0.0 T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 50 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
potent second skin0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strap0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
powerful fungal web0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +9 (+2 eff.) ---------- misc Light +5 Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
potent fiery salve [power 27] potent fiery salve [power 27]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 193% efficiency and 55% cooldown modifier. Remove 1 magical effects and grants a fiery aura (27% fire, light and lightning affinity) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
potent frost salve [power 27] potent frost salve [power 27]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 193% efficiency and 55% cooldown modifier. Remove 1 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
potent water salve [power 27] potent water salve [power 27]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 193% efficiency and 55% cooldown modifier. Remove 1 mental effects and grants a water aura (27% blight, mind and acid affinity). Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 33] powerful fiery salve [power 33]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 193% efficiency and 55% cooldown modifier. Remove 2 magical effects and grants a fiery aura (33% fire, light and lightning affinity) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 33] powerful frost salve [power 33]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 193% efficiency and 55% cooldown modifier. Remove 2 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 445] powerful healing salve [power 445]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 193% efficiency and 55% cooldown modifier. Heal 445 Puts Talent Medical Injector on 5 cooldown Medical salve. |
powerful pain suppressor salve [power 385] powerful pain suppressor salve [power 385]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 193% efficiency and 55% cooldown modifier. Let you fight up to -385 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 4 cooldown Activation is instant. Medical salve. |
powerful water salve [power 33] powerful water salve [power 33]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 193% efficiency and 55% cooldown modifier. Remove 2 mental effects and grants a water aura (33% blight, mind and acid affinity). Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
great pain suppressor salve [power 462] great pain suppressor salve [power 462]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 193% efficiency and 55% cooldown modifier. Let you fight up to -462 life and reduces all damage by 23% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 4 cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 43] amazing fiery salve [power 43]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 193% efficiency and 55% cooldown modifier. Remove 3 magical effects and grants a fiery aura (43% fire, light and lightning affinity) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 43] amazing frost salve [power 43]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 193% efficiency and 55% cooldown modifier. Remove 3 physical effects and grants a frost aura (43% cold, darkness and nature affinity) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 616] amazing healing salve [power 616]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 193% efficiency and 55% cooldown modifier. Heal 616 Puts Talent Medical Injector on 5 cooldown Medical salve. |
amazing pain suppressor salve [power 539] amazing pain suppressor salve [power 539]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 193% efficiency and 55% cooldown modifier. Let you fight up to -539 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 4 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 171] amazing unstoppable force salve [power 171]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 193% efficiency and 55% cooldown modifier. Increases all saves by 171 and healing factor by half Puts Talent Medical Injector on 6 cooldown Activation is instant. Medical salve. |
amazing water salve [power 43] amazing water salve [power 43]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 193% efficiency and 55% cooldown modifier. Remove 3 mental effects and grants a water aura (43% blight, mind and acid affinity). Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Ragefast the Torchrace (dig speed 8 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +3 Str +2 Mag +3 Con dps ---------- S.pwr/crit +6 Dmg.mod +3% fire Melee Ret 12 blight ----- def ----- Armour +6 Defense +12 (+6 eff.) Resists +14% physical ---------- misc Max.mana +60.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 25 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Cun +2 Str dps ---------- Acc +5 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 5 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Rod of Entropy (3/3)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 66% of the healing done. This effect scales with your Magic stat.. Uses 24 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (6/6)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 63 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
steel torque of kinetic psionic shield [power 47] (7 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns Puts all charms on 7 cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind [power 2] (4 cooldown)2.0 T3 torque charm [Ego] Psionic Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 4 cooldown Torques are made by powerful psionics to store psionic powers. |
hateful dwarven-steel torque of thermal psionic shield [power 63] (7 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 63 for 7 turns Puts all charms on 7 cooldown 100% to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
Glorulle [power 115] (7 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +6% blight ----- def ----- Resists +15% darkness Phys.save +30 (+10 eff.) Pinning- +10% Knockbk- +10% ---------- misc Talents +4 Telekinetic Blast Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 115 for 7 turns Puts all charms on 7 cooldown Torques are made by powerful psionics to store psionic powers. |
Duredulen the voratun torque of thermal psionic shield [power 153] (7 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +15% acid +3% physical Crit.dmg- 10.00% Blind- +15% ---------- misc Talents +9 Telekinetic Blast Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 153 for 7 turns Puts all charms on 7 cooldown Torques are made by powerful psionics to store psionic powers. |
Xurena the voratun torque of psychoportation [power 63] (10 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +7% Mind.pwr +8 (+3 eff.) Dmg.mod +6% mind Res.pen +25% mind ---------- misc Psi/ret +0.12 Hate/m.crit +4.00 Teleport randomly (rad 63) Puts all charms on 10 cooldown 100% to regenerate 11 psi. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of kinetic psionic shield [power 173] (7 cooldown)2.0 T5 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +3 physical +5 mind +4 darkness Talents +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 173 for 7 turns Puts all charms on 7 cooldown Torques are made by powerful psionics to store psionic powers. |
Xanayadanor the elven-wood totem of thorny skin [power 59] (7 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: ----- def ----- Armour +2 Resists +9% lightning +2% physical Spell.save +9 (+5 eff.) Mind.save +3 (+1 eff.) Silence- +5% ---------- misc Talents +4 Lay Web +4 Rushing Claws Cooldown Lay Web -1 Rushing Claws -1 Harden the skin for 7 turns increasing armour by 59 and armour hardiness by 60% Puts all charms on 7 cooldown 100% to regenerate 9 stamina. Natural totems are made by powerful wilders to store nature power. |
Glowwar the dragonbone totem of cure ailments [power 5] (4 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- S.pwr/crit +8 Dmg.mod +12% blight Res.pen +15% light ----- def ----- Resists +6% mind +12% fire Crit.dmg- 5.00% Knockbk- +10% ---------- misc Light +1 Remove up to 5 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 4 cooldown Natural totems are made by powerful wilders to store nature power. |
Shadowrend the dragonbone totem of thorny skin [power 61] (7 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% nature Spell.save +20 (+10 eff.) ---------- misc Talents +4 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 61 and armour hardiness by 70% Puts all charms on 7 cooldown 100% to regenerate 11 equilibrium. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing 'Dazzleransom' [power 232] (7 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +9% light ----- def ----- Armour +4 Resists +9% darkness +12% cold ---------- misc Wards +5 acid +4 nature +5 light Talents +1 Ward +4 Rushing Claws Cooldown Rushing Claws -1 Heal a target within range 7 (based on Willpower) for 232 Puts all charms on 7 cooldown Natural totems are made by powerful wilders to store nature power. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Lemme Smash the Orc Berserker level 27
46th Revenge 124th year of Ascendancy at 21:54 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Lemme Smash the Orc Berserker level 13
6th Revenge 124th year of Ascendancy at 21:46 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Lemme Smash the Orc Berserker level 40
11st Dearth 124th year of Ascendancy at 20:21 see stats
Do not go gentle into that good night (Insane (Adventure) difficulty)
Trapped John.By Lemme Smash the Orc Berserker level 47
15th Loss 124th year of Ascendancy at 16:32 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Lemme Smash the Orc Berserker level 50
29th Destruction 124th year of Ascendancy at 08:25 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Lemme Smash the Orc Berserker level 50
5th Remembrance 125th year of Ascendancy at 07:28 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Lemme Smash the Orc Berserker level 33
30th Pain 124th year of Ascendancy at 13:38 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Lemme Smash the Orc Berserker level 50
32nd Destruction 124th year of Ascendancy at 04:23 see stats
Imp'ing Away (Insane (Adventure) difficulty)
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Lemme Smash the Orc Berserker level 50
39th Destruction 124th year of Ascendancy at 12:47 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Lemme Smash the Orc Berserker level 10
42nd Retaking 124th year of Ascendancy at 17:21 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Lemme Smash the Orc Berserker level 20
24th Revenge 124th year of Ascendancy at 14:39 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Lemme Smash the Orc Berserker level 30
4th Pain 124th year of Ascendancy at 10:04 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Lemme Smash the Orc Berserker level 40
11st Dearth 124th year of Ascendancy at 02:45 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Lemme Smash the Orc Berserker level 50
15th Destruction 124th year of Ascendancy at 13:09 see stats
Make Him Squirm (Insane (Adventure) difficulty)
Made Nektosh use up the last of his power, then left the area and ignored him until beating the game. The other Whitehooves will catch on any second now...By Lemme Smash the Orc Berserker level 50
39th Destruction 124th year of Ascendancy at 03:47 see stats
One Ill Turn Deserves Another (Insane (Adventure) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Lemme Smash the Orc Berserker level 50
32nd Destruction 124th year of Ascendancy at 06:27 see stats
Reclaiming Garkul's Heritage (Insane (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Lemme Smash the Orc Berserker level 32
15th Pain 124th year of Ascendancy at 13:00 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Lemme Smash the Orc Berserker level 41
39th Dearth 124th year of Ascendancy at 18:15 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Lemme Smash the Orc Berserker level 27
37th Revenge 124th year of Ascendancy at 03:16 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Lemme Smash the Orc Berserker level 32
15th Pain 124th year of Ascendancy at 07:23 see stats
The Dead God Rests (Insane (Adventure) difficulty)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Lemme Smash the Orc Berserker level 50
39th Destruction 124th year of Ascendancy at 03:47 see stats
The High Lady's Destiny (Finale) (Insane (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Lemme Smash the Orc Berserker level 37
46th Pain 124th year of Ascendancy at 20:45 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Lemme Smash the Orc Berserker level 32
15th Pain 124th year of Ascendancy at 07:40 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Lemme Smash the Orc Berserker level 50
32nd Destruction 124th year of Ascendancy at 10:09 see stats
This will make a big Omelette! (Insane (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Lemme Smash the Orc Berserker level 21
26th Revenge 124th year of Ascendancy at 11:16 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Lemme Smash the Orc Berserker level 34
33rd Pain 124th year of Ascendancy at 14:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Lemme Smash the Orc Berserker level 16
19th Revenge 124th year of Ascendancy at 04:29 see stats
True Savior (Insane (Adventure) difficulty)
Freed all the Orc Prides without killing a single mind-controlled orc.By Lemme Smash the Orc Berserker level 32
15th Pain 124th year of Ascendancy at 13:00 see stats
Log
Lemme Smash deactivates Daunting Presence.
Lemme Smash deactivates Berserker Rage.



























































































































































