

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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.
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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 Items Vault 1.5.0Donators/Buyers bonus! 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 | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 50 / 395% |
Size | medium |
Lifes / Deaths | Killed by Adyrevena the whitehoof maulotaur at level 23 on the 38th Pain 124th year of Ascendancy at 09:57 5 / 2Killed by Farhro the shalore at level 32 on the 37th Dearth 124th year of Ascendancy at 18:37 |
Primary Stats
Strength | 112 (base 60) |
Dexterity | 117 (base 60) |
Constitution | 89 (base 60) |
Magic | 59 (base 33) |
Willpower | 85 (base 60) |
Cunning | 89 (base 60) |
Resources
Life | 1816/1816 |
Steam | 150/150 |
Healing Factor | 1.877528957529 |
Regeneration | 13.424332046332 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 8 |
See Stealth | 64.82786931652 |
See Invisible | 64.827869316521 |
Offense: Mainhand
Damage | 143 |
Accuracy | 78 |
Crit Chance | 94% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 143 |
Accuracy | 78 |
Crit Chance | 94% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Acid | +34% |
Blight | +34% |
Arcane | +34% |
Cold | +23% |
All | +19% |
Lightning | +23% |
Temporal | +26% |
Mind | +28% |
Physical | +50% |
Fire | +69% |
Nature | +34% |
Offense: Damage Penetration
Temporal | +22% |
Physical | +36% |
Arcane | +25% |
Fire | +30% |
All | +15% |
Defense: Base
Armour (hardiness) | 122.50863224038 (92%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 37 |
Physical Save | 82 |
Spell Save | 69 |
Mental Save | 72 |
Defense: Resistances
Blight | + 69%( 74%) |
Arcane | + 69%( 74%) |
Mind | + 66%( 74%) |
All | + 64%( 74%) |
Darkness | + 69%( 74%) |
Light | + 69%( 74%) |
Temporal | + 69%( 74%) |
Fire | + 69%( 74%) |
Nature | + 69%( 74%) |
Defense: Immunities
Silence Resistance | 30% |
Teleport Resistance | 100% |
Pinning Resistance | 94% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 41% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 50 steam. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 750% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 260 life over 5 turns. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.2 steam per turn. Can be activated for an instant burst of 71 steam. |
Class Talents
Steamtech / Gunslinging | 2.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Elusiveness | 2.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Avoidance | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Automation | 2.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Bullets mastery | 2.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Steamtech / Gunner training | 2.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.90 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Steamtech / Engineering | 2.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 2.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Orc | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 2.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Agile Gunner |
talent | Embedded Restoration Systems |
talent | Chant of Fortitude |
talent | Automated Cloak Tessellation |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +10 Str +13 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +19 Defense +10 (+3 eff.) Fatigue +8% Phys.save +8 (+2 eff.) Pinning- +60% Knockbk- +10% Teleport- +100% Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | ![]() 3.0 T5 shot ammo [Ego++] Arcane/Master Power 101.0 - 121.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +13 Crit +39.0% Capacity 22 Proj.spd +200% On Hit: * Random elemental explosion While equipped: ---------- misc Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Ego+] Psionic While equipped: ----- def ----- Defense +5 (+1 eff.) Phys.save +18 (+4 eff.) Spell.save +16 (+4 eff.) Mind.save +17 (+4 eff.) ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +9 Dex ----- def ----- Armour +6 Fatigue +5% Resists +14% darkness ---------- misc Infravis +8 Sight +1 See.Stealth +10 See.Invis +10 A hat made of leather. Very stylish. |
On hands | ![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +8 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +15 Disarm- +50% ---------- misc Talents +1 Sand Shredder Gauntlets. But with steam power! |
Tool | ![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +4 Str +2 Dex dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +17 (+6 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +6% all ----- def ----- Max.HP +77.00 HP.reg +1.30 Heal.mod +27% Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+4 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+2 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.4 Pwr.cost 3 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 199.93 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Lck dps ---------- Acc +13 (+3 eff.) ----- def ----- Armour +4 Defense +15 (+5 eff.) Resists +3% blight +15% temporal Res.Cap +4% all Phys.save +17 (+4 eff.) Unseen.red 14% Pinning- +35% Knockbk- +32% ---------- misc Psi/ret +0.12 Max.hate +8.00 Amulets can have magical properties. |
In main hand | ![]() 4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +12 Proj.spd +600% On Hit.r1 +2 arcane On Crit.r2 +6 nature +2 arcane On Hit: * splashes acid on your target dealing 78 damage and reducing their armor Uses 1.0 Steam While equipped: Stats +3 Mag dps ---------- Phys.crit +7.0% Dmg.mod +7% temporal +12% physical Res.pen +7% temporal +21% physical Phasing +40% Acc +10 (+2 eff.) ----- def ----- Resists +3% nature ---------- misc Reload +3 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() |
In off hand | ![]() 4.0 T5 steamgun 1H weapon [Ego+] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +12 Proj.spd +600% Ranged+ +19 fire On Hit: * splashes acid on your target dealing 78 damage and reducing their armor Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +15% fire +15% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Crit.mult +18.00% Acc +5 (+1 eff.) Apr +9 ----- def ----- Defense +3 (+1 eff.) Resists +10% blight +15% fire +12% nature +15% light Stealth +11 HP.reg +1.50 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor [Random Unique] Nature/Master While equipped: Stats +24 Str +24 Dex +24 Mag +24 Wil +24 Cun +24 Con +24 Lck dps ---------- Crit.mult +50.00% ----- def ----- Armour +55 Defense +0 (+0 eff.) Fatigue +24% Resists +50% all Crit.dmg- 14.00% HP.reg +4.10 ---------- misc Steam/turn +0.70 Masteries +0.70 Steamtech/Automation +0.70 Steamtech/Gunslinging +0.80 Steamtech/Chemistry +0.70 Steamtech/Elusiveness +0.70 Steamtech/Gunner training +0.70 Steamtech/Bullets mastery +0.80 Steamtech/Physics +0.70 Technique/Combat training +0.80 Steamtech/Engineering +0.90 Steamtech/Blacksmith +0.70 Steamtech/Avoidance +1.00 Cunning/Survival A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 81%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 105% efficiency and cooldown mod of 86%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 10 turns. While Heroism is active, you will only die when reaching -566 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 682% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 349 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 10. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 42%, your defense is increased by 42 and all your resistances by 42%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 361 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +2 Resists +9% mind Die.at -80.00 life Knockbk- +15% ---------- misc Masteries +0.22 Steamtech/Physics Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+8 eff.) Steampwr +40 (+8 eff.) Spell.pwr +40 (+13 eff.) Mind.pwr +40 (+11 eff.) May understand old Sher'Tul language. When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% mind +3% darkness Res.pen +15% mind ----- def ----- Resists +12% mind Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Dex ----- def ----- Resists +10% nature +10% blight Poison- +21% Disease- +20% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% light +10% darkness Blind- +23% ---------- misc Masteries +0.11 Technique/Combat training Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +8% physical ----- def ----- Fatigue -7% Resists +15% light +6% blight +18% fire +6% nature +13% darkness HP.reg +2.40 Blind- +36% Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Dex +2 Wil +6 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.90 ---------- misc Stam/turn +0.70 Amulets can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% acid +9% fire +12% nature +24% temporal Res.pen +20% nature Melee Ret 20 nature ----- def ----- Resists +32% acid +9% fire Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 22.85 cold and 27.86 physical damage (based on Willpower) each turn and knocking opponents back. Uses 27 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Dex dps ---------- Melee+ 32 light Ranged+ 30 light Acc +8 (+2 eff.) On Hit (Melee): * 20% chance to blind On Hit (Ranged): * 18% chance to blind Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +11 (+2 eff.) ---------- misc Max.stam +14.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Rings can have magical properties. |
![]() 4.0 T5 sling 1H weapon [Unique] Master Acc+ +0.1% dam / acc Atk.spd 143% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 4.0 Pwr.cost 7 out of 16/16. Range 12 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 236% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
![]() 4.0 T5 sling 1H weapon [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +14 cold While equipped: Stats +5 Str dps ---------- Phys.pwr +14 (+3 eff.) Dmg.mod +15% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Against +15% Humanoid +15% Giant ---------- misc Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
![]() 4.0 T3 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Against +15% Humanoid +15% Giant ---------- misc Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
![]() 4.0 T3 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +11 cold On Hit.r1 +36 20% chance of physical repulsion On Crit.r2 +2 acid Uses 2.0 Steam While equipped: Stats +3 Str dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +9% acid +13% cold +6% physical Res.pen +15% physical Apr +2 ----- def ----- Resists +3% acid +3% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +10 Crit +0.0% Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical On Hit.r1 +80 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
![]() 9.0 T5 steamgun 2H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Dmg.mult 125% Range +6 Proj.spd +600% Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
![]() 4.0 T3 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 fire Uses 2.0 Steam While equipped: dps ---------- All.spd +1% Res.pen +9% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T3 steamgun 1H weapon [Ego] Nature/Disrupt/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Con ----- def ----- Resists +8% acid +11% fire +8% lightning +10% cold Spell.save +5 (+1 eff.) ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 88 life over 5 turns Puts all charms on 9 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +15.0% Acc +16 (+4 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 140% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+2 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+4 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 27 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 187.50. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Generate a personal shield that absorbs up to 258 damage and damages attackers striking the wearer for 54 fire damage while it lasts (based on Cunning). Uses 11 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Armour +10 Hardiness +15% Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.10 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 27 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 126.73 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 T1 cloak armor [Unique] While equipped: ----- def ----- Defense +2 (+0 eff.) A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Defense +2 (+0 eff.) Resists +16% darkness +20% temporal Spell.save +7 (+1 eff.) Def/telep +15 Res/telep +12% Dur/telep +14% ---------- misc Max.mana +51.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 5 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Phys.save +0 (+0 eff.) Pinning- +100% Knockbk- +0% Teleport- +0% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 9 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-4 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. |
![]() 3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 27 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Mag +8 Wil +3 Cun dps ---------- Spell.crit +3% Spell.pwr +8 (+3 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +17% blight +7% arcane Res.pen +5% darkness Phasing +30% Melee Ret 10 vim draining blight ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 11 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 17%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Sun Flare: Level 3.0 Pwr.cost 14 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 43.59 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 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! |
![]() 3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
![]() 2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+3 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
![]() 3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +0 Cun +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal Mind.save +0 (+0 eff.) Silence- +0% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T3 light armor [Unique] Master/Steamtech While equipped: Stats +8 Dex ----- def ----- Armour +12 Defense +14 (+4 eff.) Crit.chn- 7% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 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. |
![]() 1.0 T3 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 15 fire ----- def ----- Resists +6% fire ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Ego+] Nature/Disrupt While equipped: dps ---------- Dmg.mod +8% light ----- def ----- Resists +3% all Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Heal.mod +12% ---------- misc Light +4 See.Stealth +4 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. |
![]() 0.0 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. |
![]() 0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 89 power out of 352/400 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. |
potent fiery salve [power 15] potent fiery salve [power 15]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 magical effects and grants a fiery aura (15% fire, light and lightning affinity) Puts Talent Medical Injector on 11 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 251] powerful healing salve [power 251]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 251 Puts Talent Medical Injector on 7 cooldown Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 11 cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 11 cooldown Activation is instant. Medical salve. |
simple healing salve [power 154] simple healing salve [power 154]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 154 Puts Talent Medical Injector on 7 cooldown Medical salve. |
![]() 3.0 T2 shot ammo [Ego] Master Power 25.5 - 30.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 21 While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego] Arcane/Master Power 50.5 - 60.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 21 Ranged+ +5 temporal On Hit: * 7% chance to gain 10% of a turn (3/turn limit) While equipped: ---------- misc Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego++] Disrupt/Psionic Power 31.5 - 37.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 22 Ranged+ +17 darkness Against +7% Living On Hit: * Slows global speed by 8% * leeches stamina from the target Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego++] Arcane/Psionic Power 42.0 - 50.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 19 Ranged+ +9 blight +17 mind +9 darkness On Hit: 10% Epidemic 4 On Hit: * 9% chance to disease * 20% chance to torment the target While equipped: Shots are used with slings to pummel your foes to death. |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +4 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +70% ---------- misc Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +8 Crit +8.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T4 torque charm [Ego] Psionic Absorb and nullify at most 3 detrimental mental status effects in the next 10 turns Puts all charms on 5 cooldown 100% to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +2 Silence Cooldown Silence -1 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 14 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 1.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Gazlowe the Orc Gunslinger level 8
29th Retaking 124th year of Ascendancy at 02:46 see stats
By Gazlowe the Orc Gunslinger level 13
17th Revenge 124th year of Ascendancy at 00:38 see stats
By Gazlowe the Orc Gunslinger level 34
3rd Loss 124th year of Ascendancy at 12:25 see stats
By Gazlowe the Orc Gunslinger level 3
10th Retaking 124th year of Ascendancy at 21:46 see stats
By Gazlowe the Orc Gunslinger level 33
2nd Loss 124th year of Ascendancy at 17:09 see stats
By Gazlowe the Orc Gunslinger level 10
29th Retaking 124th year of Ascendancy at 21:33 see stats
By Gazlowe the Orc Gunslinger level 20
22nd Pain 124th year of Ascendancy at 12:31 see stats
By Gazlowe the Orc Gunslinger level 30
17th Dearth 124th year of Ascendancy at 10:09 see stats
By Gazlowe the Orc Gunslinger level 40
7th Retaking 125th year of Ascendancy at 15:17 see stats
By Gazlowe the Orc Gunslinger level 50
33rd Retaking 125th year of Ascendancy at 18:35 see stats
By Gazlowe the Orc Gunslinger level 48
31st Retaking 125th year of Ascendancy at 17:01 see stats
By Gazlowe the Orc Gunslinger level 48
31st Retaking 125th year of Ascendancy at 17:01 see stats
By Gazlowe the Orc Gunslinger level 50
34th Retaking 125th year of Ascendancy at 05:10 see stats
By Gazlowe the Orc Gunslinger level 35
34th Loss 124th year of Ascendancy at 12:56 see stats
By Gazlowe the Orc Gunslinger level 38
36th Remembrance 125th year of Ascendancy at 00:58 see stats
By Gazlowe the Orc Gunslinger level 36
47th Loss 124th year of Ascendancy at 11:19 see stats
By Gazlowe the Orc Gunslinger level 50
37th Retaking 125th year of Ascendancy at 00:00 see stats
By Gazlowe the Orc Gunslinger level 50
34th Retaking 125th year of Ascendancy at 05:10 see stats
By Gazlowe the Orc Gunslinger level 3
10th Retaking 124th year of Ascendancy at 21:46 see stats
By Gazlowe the Orc Gunslinger level 3
10th Retaking 124th year of Ascendancy at 21:46 see stats
Log
Gazlowe uses Track.
You are yanked out of this place!
Rested for 38 turns (stop reason: dialog is displayed).
You gain 0.50 gold from the melting of overpowered dragonbone totem of thorny skin [power 115] (13 cooldown).
You gain 4.08 gold from the melting of voratun pickaxe of deeplife (dig speed 17 turns).
You gain 5.67 gold from the melting of enlightening drakeskin leather armour of cold resistance (5 def, 8 armour).
You gain 3.76 gold from the melting of thaloren drakeskin leather hat of trickery (0 def, 5 armour).
You gain 15.81 gold from the melting of murderer's elven-silk cloak of the voidstalker (3 def, 0 armour).
You gain 17.43 gold from the melting of void walker's dragonbone starstaff (30-36 power, 6 apr, darkness element).
You collect a new ingredient: lump of voratun (1).
You gain 7.64 gold from the melting of truestriking voratun mace of daylight (45.5-63.7 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 6.47 gold from the melting of voratun greatmaul of ruin (70.5-105.75 power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 10.38 gold from the melting of thunderous voratun greatmaul of massacre (85.5-128.25 power, 4 apr).
You gain 2.00 gold from the melting of acid wave rune (238 acid damage; disarm 5 turns with power 21).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 0.67 gold from the melting of healing infusion (heal 58).
There is a Entrance to the Palace of Fumes here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Gazlowe deactivates Agile Gunner.
Gazlowe tessellates his cloak!
Gazlowe deactivates Embedded Restoration Systems.
Gazlowe deactivates his cloak's restoration systems.
Gazlowe deactivates Chant of Fortitude.