















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Gunslinger |
Level / Exp | 50 / 2979% |
Size | big |
Lifes / Deaths | Killed by Hard Slingaa at level 20 on the 42nd Haze 122nd year of Ascendancy at 23:23 0 / 7Killed by Sidur the thalore at level 20 on the 53rd Haze 122nd year of Ascendancy at 10:57 Killed by elven blood mage at level 26 on the 7th Allure 123rd year of Ascendancy at 02:03 Killed by Emelyssra the elven guard at level 26 on the 7th Allure 123rd year of Ascendancy at 18:21 Killed by elven cultist at level 26 on the 8th Allure 123rd year of Ascendancy at 05:52 Killed by Salelrawyn the blinkwyrm at level 47 on the 56th Haze 123rd year of Ascendancy at 13:34 Killed by Glorodhewen the cold drake hatchling at level 50 on the 76th Regrowth 124th year of Ascendancy at 13:06 |
Primary Stats
Strength | 124 (base 60) |
Dexterity | 105 (base 60) |
Constitution | 66 (base 29) |
Magic | 42 (base 9) |
Willpower | 33 (base 8) |
Cunning | 132 (base 60) |
Resources
Life | 1366/1366 |
Steam | 107/107 |
Healing Factor | 1.6059322033898 |
Regeneration | 0.40148305084745 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +104% |
Vision
Sight | 11 |
Lite | 29 |
Infravision | 17 |
See Stealth | 57.997068617286 |
See Invisible | 47.997068617286 |
Offense: Mainhand
Damage | 113 |
Accuracy | 87 |
Crit Chance | 71% |
APR | 43 |
Speed | 1.00 |
Offense: Offhand
Damage | 113 |
Accuracy | 87 |
Crit Chance | 71% |
APR | 43 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 47% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Blight | +43% |
Arcane | +25% |
Mind | +37% |
All | +7% |
Darkness | +18% |
Light | +81% |
Fire | +19% |
Physical | +47% |
Offense: Damage Penetration
Lightning | +30% |
Nature | +30% |
Fire | +30% |
Darkness | +25% |
Physical | +72% |
Mind | +44% |
All | +15% |
Defense: Base
Armour (hardiness) | 87.08934837382 (81.030927835052%) |
Defense | 54 |
Ranged Defense | 57 |
Fatigue | 21 |
Physical Save | 87 |
Spell Save | 58 |
Mental Save | 74 |
Defense: Resistances
Acid | + 76%( 76%) |
Physical | + 66%( 76%) |
Cold | + 51%( 76%) |
All | + 32%( 76%) |
Darkness | + 55%( 76%) |
Light | + 59%( 76%) |
Mind | + 44%( 76%) |
Lightning | + 76%( 76%) |
Fire | + 76%( 76%) |
Nature | + 36%( 76%) |
Defense: Immunities
Pinning Resistance | 24% |
Disarm Resistance | 100% |
Knockback Resistance | 68% |
Stun Resistance | 100% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.6 steam per turn. Can be activated for an instant burst of 103 steam. 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 178% efficiency and cooldown mod of 52%. Its effects scale with your Constitution 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 175% efficiency and cooldown mod of 51%. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 678% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 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 24 for 12 turns. While Heroism is active, you will only die when reaching -1179 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 Strength stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.40 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Steamtech / Chemistry | 1.40 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Agile Gunner |
talent | Chant of Fortitude |
talent | Automated Cloak Tessellation |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You failed to protect the lost anorithil from death by snow giant boulder thrower. Escort: lost anorithil (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by faeros. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 124. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +17 Fatigue: -5% Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +15% acid / +9% lightning Changes resistances penetration: +15% lightning Changes damage: +6% acid / +18% arcane Talent granted: +5 Rocket Boots Physical save: +32 (+6 eff.) Spell save: +27 (+7 eff.) Mental save: +32 (+7 eff.) Stamina each turn: +0.80 Maximum life: +59.00 Infravision radius: +3 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.0 - 51.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +17 lightning / +36 mind / +36 acid Burst (radius 1) on hit: +41 mind / +8 acid When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 16 arcane / 8 darkness Changes stats: +9 Mag Changes resistances: +9% darkness / +15% light Changes resistances penetration: +15% all Changes damage: +35% light / +11% darkness Damage affinity(heal): +5% light / +5% darkness Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Maximum vim: +20.00 Spellpower: +17 (+5 eff.) Spell crit. chance: +3% Light radius: +16 Infravision radius: +5 See stealth: +10 It can be used to activate talent Moonlight Ray, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 147.89 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +45 (+9 eff.) Armour penetration: +15 Defense: +11 (+3 eff.) Changes stats: +22 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Light radius: +7 Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +3 Damage (Melee): 10 light Changes stats: +2 Mag / +4 Con Changes resistances: +9% acid / +5% light / +6% nature Changes damage: +6% light Talent granted: +5 Fatal Attractor Physical save: +24 (+5 eff.) Spell save: +6 (+2 eff.) Mental save: +14 (+3 eff.) Silence immunity: +10% Disarm immunity: +52% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 19 cooldown : Effective talent level: 4.0 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: 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. Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Hand of the World-Shaper. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +11 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +8 Str Changes resistances penetration: +25% physical Physical save: +11 (+2 eff.) Maximum life: +24.00 Maximum stamina: +41.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +12 Dex / +5 Mag / +12 Cun Changes damage: +12% mind / +21% blight Spell save: +11 (+3 eff.) Mental save: +24 (+6 eff.) Equilibrium when hit: +0.16 Spellpower: +10 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Physical crit. chance: +2.0% Armour: +7 Changes resistances penetration: +10% physical Changes damage: +18% physical Disarm immunity: +30% Pinning immunity: +24% Knockback immunity: +28% Maximum life: +57.00 Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +9 Defense: +14 (+4 eff.) Changes stats: +15 Str / +15 Dex / +9 Wil / +11 Con Changes resistances: +9% acid Changes resistances cap: +6% all Changes damage: +6% acid Physical save: +30 (+6 eff.) Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * 40% chance to cause random gloom * chills your foe dealing 47 damage and slowing them by one tenth of a turn Travel speed: +600% Burst (radius 1) on hit: +8 mind Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +12.0% Changes resistances: +12% mind / +9% fire Changes damage: +24% light / +12% fire Light radius: +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 38% chance to corrode armour by 30% * 38% chance to daze at end of turn Damage when hit (Melee): 4 acid Changes stats: +7 Str / +6 Dex / +6 Cun / +7 Con / +12 Lck Changes resistances: +6% acid Changes damage: +3% acid / +9% blight Trap disarming bonus: +28 Stealth bonus: +15 Physical save: +31 (+6 eff.) Mindpower: +11 (+4 eff.) Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * splashes acid on your target dealing 91 damage and reducing their armor Travel speed: +600% Damage (Ranged): +35 nature / +35 fire Burst (radius 1) on hit: +4 darkness Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Mag Changes resistances: +6% darkness / +10% all Changes resistances penetration: +10% darkness / +15% fire / +15% nature / +22% physical Changes damage: +6% blight / +22% physical Spell save: +7 (+2 eff.) Mana each turn: +0.08 Global speed: +4% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +3 Physical power: +6 (+1 eff.) Defense: +13 (+4 eff.) Changes resistances: +30% lightning / +25% fire / +21% light / +8% physical Changes damage: +9% light / +18% mind Stealth bonus: +15 Physical save: +9 (+2 eff.) Stun/Freeze immunity: +50% Healing mod.: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +11 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 16 mind Changes stats: +18 Str / +3 Mag / +11 Wil / +9 Cun / +7 Con Changes resistances: +28% acid / +42% physical / +20% darkness / +28% lightning / +28% cold / +6% mind / +28% fire Changes resistances penetration: +29% mind Talent cooldown: Rush (-5 turns) Critical mult.: +10.00% Reduces incoming crit damage: 35.00% Spell save: +34 (+9 eff.) Mental save: +28 (+7 eff.) Disarm immunity: +40% Stun/Freeze immunity: +39% Knockback immunity: +40% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 19 cooldown : Effective talent level: 1.8 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.1 steam per turn. Can be activated for an instant burst of 100 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.2 steam per turn. Can be activated for an instant burst of 86 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 7 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Requires: - Strength 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Str Damage type: Physical bleed Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% Multiple attacks: +3 Multiple attacks procs power reduction: -66% When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault A brutal weapon of countless blades. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +20 cold Burst (radius 2) on crit: +8 light When wielded/worn: Armour penetration: +3 Physical power: +6 (+1 eff.) Fatigue: -6% Changes stats: +4 Con Changes damage: +22% cold Maximum life: +70.00 Healing mod.: +25% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+16 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 126 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Damage when hit (Melee): 20 lightning Changes stats: +6 Str / +6 Con Changes resistances: +20% acid / +6% light / +19% fire / +20% cold / +19% lightning Changes resistances penetration: +25% light / +10% temporal Changes damage: +6% lightning Physical save: +27 (+5 eff.) Mindpower: +12 (+4 eff.) Light radius: +2 Size category: +1 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Changes stats: +1 Cun Changes resistances: +12% lightning / +9% temporal / +3% nature / +9% darkness Grants telepathy: Demon/Minor Demon/Major Life regen: +2.40 Healing mod.: +19% A belt that goes around your waist. |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+3 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
![]() Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour penetration: +1 Armour: +32 Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +2 Con Changes damage: +3% physical Reduces incoming crit damage: 0.00% Physical save: +13 (+2 eff.) Life regen: +2.10 Mana when firing critical spell: +1.00 Maximum life: +71.00 Healing mod.: +26% A suit of armour made of mail. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +16 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 mind / 4 physical Changes stats: +9 Cun / +7 Wil Changes resistances: +16% nature / +15% blight Changes damage: +6% mind Critical mult.: +5.00% Physical save: +11 (+2 eff.) Mental save: +17 (+4 eff.) Maximum stamina: +10.00 Mindpower: +2 (+1 eff.) Light radius: +4 A suit of armour made of mail. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con It can be used to Gain a random beneficial effect, costing 19 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Changes damage: +0% light Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 See stealth: +0 It can be used to activate talent Tidal Wave (costing 51 power out of 150/150) : Effective talent level: 4.0 Power cost: 51 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 23.02 cold damage and 31.63 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 127 power out of 321/400. 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 43] amazing fiery salve [power 43]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 178% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (43% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 16 turns. Medical salve. |
amazing frost salve [power 43] amazing frost salve [power 43]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 178% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (43% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 16 turns. Medical salve. |
amazing healing salve [power 621] amazing healing salve [power 621]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 178% efficiency and 52% cooldown modifier. It can be used to heal 621, putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing pain suppressor salve [power 543] amazing pain suppressor salve [power 543]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 178% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -543 life and reduces all damage by 29% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 7 turns. Medical salve. |
amazing unstoppable force salve [power 172] amazing unstoppable force salve [power 172]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 178% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 172 and healing factor by half, putting Talent Medical Injector on cooldown for 12 turns. Medical salve. |
amazing water salve [power 43] amazing water salve [power 43]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 178% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (43% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 16 turns. Medical salve. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 66.0 - 79.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 On weapon hit: * 62% chance to cause random gloom * 62% chance to disease * 62% chance to inflict 15% damage reduction Damage (Ranged): +12 darkness / +24 blight / +24 arcane Burst (radius 1) on hit: +8 darkness / +28 blight Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.0 - 52.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 On weapon hit: * 41% chance to inflict 15% damage reduction * 40% chance to blind On weapon crit: * wounds the target for 7 turns: 18 bleeding, 63% reduced healing Damage (Ranged): +15 bleed / +24 darkness Burst (radius 1) on hit: +24 light Burst (radius 2) on crit: +12 light When wielded/worn: Shots are used with slings to pummel your foes to death. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +5 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 arcane / 8 temporal Maximum wards: +3 physical / +4 mind / +4 darkness Changes damage: +12% temporal Talents granted: +4 Telekinetic Blast +1 Ward It can be used to fire a blast of psionic energies in a range 7 beam dealing 113.95 to 227.91 mind damage, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 34% Damage when hit (Melee): 8 nature Changes resistances: +15% mind / +6% nature Maximum wards: +3 physical / +5 mind / +5 darkness Changes damage: +6% mind Talent cooldown: Silence (-1 turn) Talents granted: +5 Silence +1 Ward It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 151 for 7 turns, putting all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes resistances penetration: +20% mind / +20% temporal Changes damage: +9% mind / +15% temporal Talent cooldown: Lay Web (-1 turn) Talent granted: +4 Lay Web Spell save: +15 (+4 eff.) Mental save: +37 (+8 eff.) Blindness immunity: +30% Poison immunity: +25% Stun/Freeze immunity: +15% It can be used to harden the skin for 7 turns increasing armour by 84 and armour hardiness by 70%, putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +18% cold / +6% nature / +3% light Changes resistances penetration: +15% mind Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +5 Rushing Claws +5 Lay Web Light radius: +3 It can be used to remove up to 4 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 22 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+3 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 151.94 temporal and 167.56 darkness damage (based on Magic), costing 13 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% 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: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Hard Slingaa the Cornac Gunslinger level 33
1st Time of Balance 123rd year of Ascendancy at 19:34 see stats
By Hard Slingaa the Cornac Gunslinger level 50
1st Decay 123rd year of Ascendancy at 05:13 see stats
By Hard Slingaa the Cornac Gunslinger level 46
49th Haze 123rd year of Ascendancy at 13:36 see stats
By Hard Slingaa the Cornac Gunslinger level 33
79th Regrowth 123rd year of Ascendancy at 18:04 see stats
By Hard Slingaa the Cornac Gunslinger level 38
54th Pyre 123rd year of Ascendancy at 16:16 see stats
By Hard Slingaa the Cornac Gunslinger level 48
61st Haze 123rd year of Ascendancy at 04:47 see stats
By Hard Slingaa the Cornac Gunslinger level 36
51st Pyre 123rd year of Ascendancy at 07:34 see stats
By Hard Slingaa the Cornac Gunslinger level 35
34th Pyre 123rd year of Ascendancy at 23:52 see stats
By Hard Slingaa the Cornac Gunslinger level 49
68th Haze 123rd year of Ascendancy at 11:34 see stats
By Hard Slingaa the Cornac Gunslinger level 14
55th Dusk 122nd year of Ascendancy at 17:56 see stats
By Hard Slingaa the Cornac Gunslinger level 50
78th Haze 123rd year of Ascendancy at 18:21 see stats
By Hard Slingaa the Cornac Gunslinger level 39
11st Dusk 123rd year of Ascendancy at 16:06 see stats
By Hard Slingaa the Cornac Gunslinger level 35
37th Pyre 123rd year of Ascendancy at 22:31 see stats
By Hard Slingaa the Cornac Gunslinger level 50
28th Regrowth 124th year of Ascendancy at 22:12 see stats
By Hard Slingaa the Cornac Gunslinger level 50
79th Regrowth 124th year of Ascendancy at 18:33 see stats
By Hard Slingaa the Cornac Gunslinger level 19
32nd Haze 122nd year of Ascendancy at 16:41 see stats
By Hard Slingaa the Cornac Gunslinger level 33
11st Pyre 123rd year of Ascendancy at 08:36 see stats
By Hard Slingaa the Cornac Gunslinger level 34
29th Pyre 123rd year of Ascendancy at 05:26 see stats
By Hard Slingaa the Cornac Gunslinger level 50
53rd Regrowth 124th year of Ascendancy at 09:53 see stats
By Hard Slingaa the Cornac Gunslinger level 39
11st Dusk 123rd year of Ascendancy at 19:03 see stats
By Hard Slingaa the Cornac Gunslinger level 50
10th Pyre 124th year of Ascendancy at 14:12 see stats
By Hard Slingaa the Cornac Gunslinger level 27
8th Regrowth 123rd year of Ascendancy at 04:06 see stats
By Hard Slingaa the Cornac Gunslinger level 50
1st Wintertide 124th year of Ascendancy at 12:17 see stats
By Hard Slingaa the Cornac Gunslinger level 10
22nd Dusk 122nd year of Ascendancy at 09:13 see stats
By Hard Slingaa the Cornac Gunslinger level 20
42nd Haze 122nd year of Ascendancy at 12:05 see stats
By Hard Slingaa the Cornac Gunslinger level 30
58th Regrowth 123rd year of Ascendancy at 14:21 see stats
By Hard Slingaa the Cornac Gunslinger level 40
11st Dusk 123rd year of Ascendancy at 19:03 see stats
By Hard Slingaa the Cornac Gunslinger level 50
78th Haze 123rd year of Ascendancy at 03:44 see stats
By Hard Slingaa the Cornac Gunslinger level 24
3rd Allure 123rd year of Ascendancy at 00:12 see stats
By Hard Slingaa the Cornac Gunslinger level 50
51st Regrowth 124th year of Ascendancy at 23:44 see stats
By Hard Slingaa the Cornac Gunslinger level 50
22nd Regrowth 124th year of Ascendancy at 06:59 see stats
By Hard Slingaa the Cornac Gunslinger level 50
2nd Wintertide 124th year of Ascendancy at 10:14 see stats
By Hard Slingaa the Cornac Gunslinger level 15
75th Dusk 122nd year of Ascendancy at 19:34 see stats
By Hard Slingaa the Cornac Gunslinger level 42
55th Dusk 123rd year of Ascendancy at 16:41 see stats
By Hard Slingaa the Cornac Gunslinger level 27
8th Regrowth 123rd year of Ascendancy at 06:45 see stats
By Hard Slingaa the Cornac Gunslinger level 36
38th Pyre 123rd year of Ascendancy at 02:51 see stats
By Hard Slingaa the Cornac Gunslinger level 50
79th Regrowth 124th year of Ascendancy at 18:32 see stats
By Hard Slingaa the Cornac Gunslinger level 6
78th Pyre 122nd year of Ascendancy at 03:38 see stats
By Hard Slingaa the Cornac Gunslinger level 50
52nd Regrowth 124th year of Ascendancy at 03:04 see stats
By Hard Slingaa the Cornac Gunslinger level 43
74th Dusk 123rd year of Ascendancy at 13:42 see stats
By Hard Slingaa the Cornac Gunslinger level 6
79th Pyre 122nd year of Ascendancy at 20:33 see stats
By Hard Slingaa the Cornac Gunslinger level 41
37th Dusk 123rd year of Ascendancy at 11:59 see stats
By Hard Slingaa the Cornac Gunslinger level 23
78th Haze 122nd year of Ascendancy at 17:22 see stats
By Hard Slingaa the Cornac Gunslinger level 27
8th Regrowth 123rd year of Ascendancy at 05:40 see stats
By Hard Slingaa the Cornac Gunslinger level 17
30th Haze 122nd year of Ascendancy at 07:14 see stats
By Hard Slingaa the Cornac Gunslinger level 32
79th Regrowth 123rd year of Ascendancy at 05:28 see stats
Log
Hard Slingaa uses Track.
Poisoned deep water hits Hard Slingaa for (4 resist armour), 0 nature (0 total damage).
Poisoned deep water hits Hard Slingaa for (6 resist armour), 0 nature (0 total damage).
Ran for 2 turns (stop reason: taken damage).
Poisoned deep water hits Hard Slingaa for (3 resist armour), 0 nature (0 total damage).
Resting starts...
Rested for 2 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Space around you starts to dissolve...
Resting starts...
Talent Track is ready to use.
Hard Slingaa uses Track.
Talent Track is ready to use.
Hard Slingaa uses Track.
You are yanked out of this place!
Rested for 40 turns (stop reason: saving).
There is a teleportation circle to the surface 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.
Hard Slingaa deactivates Agile Gunner.
Hard Slingaa tessellates his cloak!
Hard Slingaa deactivates Chant of Fortitude.