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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 50 / 1047% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 79 (base 60) |
| Dexterity | 73 (base 60) |
| Constitution | 48 (base 29) |
| Magic | 9 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 68 (base 60) |
Resources
| Life | 1349/1349 |
| Steam | 100/100 |
| Healing Factor | 1.4278383355187 |
| Regeneration | 20.346696281141 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | 0% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 8 |
| Lite | 11 |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 73 |
| Crit Chance | 82% |
| APR | 44 |
| Speed | 0.87 |
Offense: Offhand
| Damage | 99 |
| Accuracy | 73 |
| Crit Chance | 82% |
| APR | 44 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 21.5 |
| Crit Chance | 18% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 26% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Physical | +16% |
| Fire | +18% |
| All | +8% |
Offense: Damage Penetration
| Physical | +40% |
| Acid | +37% |
| Nature | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 58 (69.007671158813%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 25 |
| Mental Save | 29 |
Defense: Resistances
| Lightning | + 62%( 70%) |
| Cold | + 33%( 70%) |
| Darkness | + 34%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 36%( 70%) |
| Fire | + 35%( 70%) |
| All | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 50% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse 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 10.5 steam per turn. Can be activated for an instant burst of 52 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 226% efficiency and cooldown mod of 71%. 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 175% efficiency and cooldown mod of 64%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 786% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: 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 54 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Automated Cloak Tessellation |
| talent | Evasive Shots |
| detrimental effect | Zone-wide effect: +10% fire damage, -10% fire resistance, -10% armour, -2 sight range. Oil mist |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 75): ExterminatorFoes left: 0 | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Tempesttitan (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +30 (+6 eff.) Armour: +5 Changes stats: +3 Cun / +5 Con Changes resistances: +21% lightning / +8% fire / +14% cold Changes resistances penetration: +15% physical Talent granted: +5 Rocket Boots Critical mult.: +15.00% A pair of boots made of leather. |
| Quiver | barbed pouch of voratun shots of annihilation (20/20, 70-84 power, 16 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 70.5 - 84.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +19.0% Capacity: 20 On weapon crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% When wielded/worn: Talent granted: +5 Solid Shell Shots are used with slings to pummel your foes to death. |
| Light source | piercing dwarven lantern of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +7 Changes resistances: +3% all Changes resistances penetration: +10% all Spell save: +10 (+5 eff.) Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | defender's drakeskin leather cap of sanctity (6 def, 12 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +12 Defense: +6 (+2 eff.) Fatigue: +5% Changes resistances: +12% blight / +15% darkness / +5% all Physical save: +11 (+3 eff.) Spell save: +14 (+7 eff.) Mental save: +12 (+6 eff.) Light radius: +5 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 6 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) Requires: - 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 Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | overpowered dragonbone wand of shielding [power 740] (26 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 740 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 26 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gladiator's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +7 Str / +8 Con Life regen: +13.00 Maximum life: +60.00 Healing mod.: +16% Rings make your fingers look great! |
| On fingers | Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| Around neck | vitalizing stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +13 Changes stats: +5 Con Critical mult.: +14.00% Physical save: +13 (+3 eff.) Life regen: +1.00 Maximum life: +70.00 Amulets make your neck look great! |
| In main hand | caustic voratun steamgun of true flight Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +35 Crit. chance: +20.0% Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (radius 2) on crit: +16 acid / +21 nature Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +8 Physical crit. chance: +13.0% Changes resistances penetration: +12% acid / +15% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | balancing drakeskin leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Fatigue: -7% Changes stats: +4 Cun / +3 Dex Maximum encumbrance: +52 Mental crit. chance: +8% A belt that goes around your waist. |
| In off hand | ranger's voratun steamgun of true flight 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: +0.2% base dam (max 20%) Armour Penetration: +35 Crit. chance: +20.0% Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +10.0% Changes stats: +3 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | resilient cashmere cloak of battle (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -3% Changes resistances: +30% lightning Stun/Freeze immunity: +50% Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | volcanic reinforced leather armour of alacrity (12 def, 26 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +26 Defense: +12 (+4 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 9 fire Changes resistances: +18% fire / +18% physical Reduces incoming crit damage: 35.00% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Inventory
medical injector implant of the psychic (efficiency 152% / cooldown 75%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 152% efficiency and cooldown mod of 75%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 9)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: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)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: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.4 steam per turn. Can be activated for an instant burst of 22 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
3 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Duskstalker the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% physical / +15% darkness / +15% temporal Changes resistances penetration: +15% darkness / +20% arcane Critical mult.: +10.00% Stamina each turn: +0.80 Damage Shield penetration: +30% Amulets make your neck look great! |
Gardanion, the Light of GodPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+8 eff.) Spellpower: +40 (+6 eff.) Mindpower: +40 (+12 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+9 eff.) 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." |
grounding steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
serendipitous steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Lck Cut immunity: +40% Healing mod.: +11% Reduce all damage from unseen attackers: 12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 325 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
vitalizing voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +12 Changes stats: +3 Con Critical mult.: +16.00% Physical save: +9 (+2 eff.) Life regen: +6.00 Maximum life: +37.00 Amulets make your neck look great! |
Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
marksman's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +7 Defense: +10 (+4 eff.) Changes stats: +3 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Dex Changes resistances: +19% acid / +18% fire / +15% lightning / +20% cold Rings make your fingers look great! |
painweaver's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 (+1 eff.) Changes damage: +6% all Spellpower: +13 (+2 eff.) Mindpower: +11 (+4 eff.) Rings make your fingers look great! |
savior's steel ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 (+1 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Life regen: +6.00 Maximum life: +40.00 Healing mod.: +13% Rings make your fingers look great! |
drakeskin leather sling of true flightRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +10.0% Slings are used to hurl stones or metal shots at your foes. |
Emelerann the stralite steamgunRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Effects on ranged hit: * 20% chance to reduce armor by 22% Changes stats: +5 Con Changes resistances: +3% acid / +12% blight Changes damage: +3% blight Talent mastery: +0.10 Wild-gift / Fungus Mindpower: +10 (+3 eff.) It can be used to regenerate 156 life over 5 turns Activation puts all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun of tinkering (+2)Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Cun Steampower: +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating voratun steamgun of enduringRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +11 Con / +12 Wil Changes resistances penetration: +20% physical Maximum life: +57.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
hardened leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Maximum life: +47.00 A belt that goes around your waist. |
elven-silk cloak of backstabbing (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +14 Defense: +3 (+1 eff.) Critical mult.: +22.00% Stealth bonus: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Steam Powered Boots (8 def, 15 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
blood-soaked pair of hardened leather boots of invasion (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Armour: +3 Changes resistances penetration: +8% physical A pair of boots made of leather. |
drakeskin leather gloves of archery (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +8 Armour: +3 Changes stats: +5 Cun / +4 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves of butchering (0 def, 2 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +8 Physical power: +6 (+1 eff.) Armour: +2 Effects when hit in melee: * 20 arcane resource burn Changes resistances: +7% blight Spell save: +18 (+9 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets of strength (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-3 eff.) 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. |
Morningstreak (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 acid Changes resistances: +8% fire / +12% light / +10% cold Changes resistances penetration: +10% acid Changes damage: +3% acid / +12% light A hat made of leather. Very stylish. |
drakeskin leather hat of fortune (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Changes stats: +11 Lck Spell crit. chance: +5% Mental crit. chance: +4% A hat made of leather. Very stylish. |
cleansing hardened leather armour of the deep (9 def, 8 armour)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +7% acid / +10% cold / +13% nature / +13% blight Allows you to breathe in: water A suit of armour made of leather. |
cured leather armour of cold resistance (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +18% cold A suit of armour made of leather. |
nimble drakeskin leather armour of Toknor (27 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +8 Defense: +27 (+8 eff.) Fatigue: +8% Changes stats: +7 Dex Critical mult.: +20.00% Movement speed: +20% A suit of armour made of leather. |
prismatic drakeskin leather armour of command (30 def, 14 armour)Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +30 (+9 eff.) Fatigue: +8% Changes stats: +4 Cun Changes resistances: +12% light / +16% darkness Mental save: +17 (+9 eff.) A suit of armour made of leather. |
radiant cured leather armour of Eyal (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +2 Wil Changes resistances: +11% blight / +11% darkness Life regen: +1.00 Maximum life: +27.00 Light radius: +1 Healing mod.: +10% A suit of armour made of leather. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
216 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rhydin the voratun pickaxe (dig speed 5 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +6 Changes stats: +3 Str / +1 Con Changes resistances: +9% lightning / +7% fire / +7% darkness / +3% cold Changes damage: +11% mind / +10% fire Physical save: +23 (+6 eff.) Spell save: +9 (+5 eff.) Mental save: +17 (+9 eff.) Maximum life: +65.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 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. |
11 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+1 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 143 cold damage (based on your Magic) Activation costs 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
Ureslak's FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+2 eff.) When used to imbue an object: Physical power: +12 (+2 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+2 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Automated Portable ExtractorPowered 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) Activation costs 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. |
10 bloodstone0.00 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. |
8 fire opal0.00 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. |
6 ruby0.00 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. |
Rod of Recall (1/1)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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 53] amazing fiery salve [power 53]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 226% efficiency and 71% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (53% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 53] amazing frost salve [power 53]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 226% efficiency and 71% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (53% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 768] amazing healing salve [power 768]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 226% efficiency and 71% cooldown modifier. It can be used to heal 768 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing water salve [power 53] amazing water salve [power 53]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 226% efficiency and 71% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (53% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great healing salve [power 661] great healing salve [power 661]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 226% efficiency and 71% cooldown modifier. It can be used to heal 661 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful healing salve [power 554] powerful healing salve [power 554]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 226% efficiency and 71% cooldown modifier. It can be used to heal 554 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 27] simple frost salve [power 27]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 226% efficiency and 71% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 341] simple healing salve [power 341]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 226% efficiency and 71% cooldown modifier. It can be used to heal 341 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Gorogorn the Sewerjeer (17/17, 59-70 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 59.0 - 70.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +12.5% Capacity: 17 When this weapon hits: Curse of Impotence (20% chance level 4). On weapon hit: * 20% chance to reduce armor by 22% On weapon crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 nature When wielded/worn: Shots are used with slings to pummel your foes to death. |
Shockblow the pouch of voratun shots (22/22, 51-61 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 51.0 - 61.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +16 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 Turns elapse between self-loadings: 4 Damage (Ranged): +17 light Damage (radius 1) on hit: +4 arcane / +12 lightning Damage (radius 2) on crit: +20 arcane Damage against: +19% Undead When wielded/worn: Shots are used with slings to pummel your foes to death. |
hateful pouch of dwarven-steel shots of erosion (19/19, 34-41 power, 3 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 Damage (Ranged): +7 darkness / +6 nature Damage against: +9% Living Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of disruption (19/19, 52-62 power, 6 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.0 - 62.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 204 physical damage * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Ranged): +19 physical Damage against: +17% Unnatural Shots are used with slings to pummel your foes to death. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
crude focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 Tinkers can be attached to normal items to improve them with steam power! |
crude head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Accuracy: +1 (+0 eff.) Light radius: +3 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes resistances: +18% lightning Stun/Freeze immunity: +30% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes resistances: +18% lightning Stun/Freeze immunity: +30% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Armour Penetration: +12 Crit. chance: +12.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Armour Penetration: +12 Crit. chance: +12.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Armour: +12 Fatigue: +1% Damage when hit (Melee): 30 physical Tinkers can be attached to normal items to improve them with steam power! |
good acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
good acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
good head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Accuracy: +4 (+1 eff.) Light radius: +4 Tinkers can be attached to normal items to improve them with steam power! |
iron grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Changes resistances: +6% lightning Stun/Freeze immunity: +10% Tinkers can be attached to normal items to improve them with steam power! |
iron saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Talent granted: +1 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
mastercraft corrosive shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +4 Corrosive Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect corrosive shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Corrosive Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect explosive shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Accuracy: +25 (+6 eff.) Light radius: +7 Tinkers can be attached to normal items to improve them with steam power! |
powerful moss treadPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Moss Tread Stealth bonus: +6 Tinkers can be attached to normal items to improve them with steam power! |
steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Iron Grip Disarm immunity: +70% Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Changes resistances: +12% lightning Stun/Freeze immunity: +20% Tinkers can be attached to normal items to improve them with steam power! |
stralite gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +4 Iron Grip Disarm immunity: +90% Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes resistances: +24% lightning Stun/Freeze immunity: +40% Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Armour Penetration: +16 Crit. chance: +16.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Tinkers can be attached to normal items to improve them with steam power! |
well-made corrosive shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Corrosive Shell Tinkers can be attached to normal items to improve them with steam power! |
dwarven-steel torque of psionic shield 'Sparkprophet' [power 91] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +18% lightning / +12% fire / +5% arcane Changes resistances penetration: +25% nature / +15% lightning Spell save: +9 (+5 eff.) It can be used to setup a psionic shield, reducing all damage taken by 91 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing ash totem of stinging [power 182] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 196 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
piercing dragonbone totem of healing [power 446] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 446 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 314] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 314 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.00 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. |
evasive elm wand of shielding [power 116] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of lightning storm [power 428] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +4 acid / +5 temporal / +4 darkness / +4 cold Talent granted: +1 Ward It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 92 lightning damage and will be dazed for 1 turn (462 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 diamond0.00 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. |
6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl0.00 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. |
2 quartz0.00 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. |
8 amber0.00 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. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +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
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Chimeshot the Orc Gunslinger level 11
22nd Retaking 124th year of Ascendancy at 03:40 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Chimeshot the Orc Gunslinger level 13
29th Retaking 124th year of Ascendancy at 12:56 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Chimeshot the Orc Gunslinger level 49
27th Loss 124th year of Ascendancy at 22:37 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Chimeshot the Orc Gunslinger level 50
6th Retaking 125th year of Ascendancy at 06:55 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Chimeshot the Orc Gunslinger level 31
19th Pain 124th year of Ascendancy at 15:01 see stats
Level 10 (Roguelike)
Got a character to level 10.By Chimeshot the Orc Gunslinger level 10
17th Retaking 124th year of Ascendancy at 10:45 see stats
Level 20 (Roguelike)
Got a character to level 20.By Chimeshot the Orc Gunslinger level 20
13rd Revenge 124th year of Ascendancy at 16:36 see stats
Level 30 (Roguelike)
Got a character to level 30.By Chimeshot the Orc Gunslinger level 30
51st Revenge 124th year of Ascendancy at 13:40 see stats
Level 40 (Roguelike)
Got a character to level 40.By Chimeshot the Orc Gunslinger level 40
7th Dearth 124th year of Ascendancy at 16:17 see stats
Level 50 (Roguelike)
Got a character to level 50.By Chimeshot the Orc Gunslinger level 50
4th Destruction 124th year of Ascendancy at 19:49 see stats
Once Upon A Time, In the West... (Roguelike)
Hear the Eidolon's retelling of the Scourge from the West's journey.By Chimeshot the Orc Gunslinger level 50
47th Destruction 124th year of Ascendancy at 14:24 see stats
One Ill Turn Deserves Another (Roguelike)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Chimeshot the Orc Gunslinger level 48
1st Loss 124th year of Ascendancy at 10:10 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Chimeshot the Orc Gunslinger level 26
33rd Revenge 124th year of Ascendancy at 16:39 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Chimeshot the Orc Gunslinger level 39
45th Pain 124th year of Ascendancy at 07:20 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Chimeshot the Orc Gunslinger level 28
43rd Revenge 124th year of Ascendancy at 12:52 see stats
The Dead God Rests (Roguelike)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Chimeshot the Orc Gunslinger level 50
14th Destruction 124th year of Ascendancy at 18:17 see stats
The High Lady's Destiny (Finale) (Roguelike)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Chimeshot the Orc Gunslinger level 34
31st Pain 124th year of Ascendancy at 22:38 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Chimeshot the Orc Gunslinger level 49
26th Loss 124th year of Ascendancy at 21:43 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Chimeshot the Orc Gunslinger level 16
47th Retaking 124th year of Ascendancy at 23:22 see stats
To the Bitter End (Roguelike)
You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By Chimeshot the Orc Gunslinger level 50
15th Destruction 124th year of Ascendancy at 07:54 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Chimeshot the Orc Gunslinger level 46
1st Loss 124th year of Ascendancy at 05:33 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Chimeshot the Orc Gunslinger level 18
11st Revenge 124th year of Ascendancy at 04:51 see stats
Log
Today is the 8th Retaking of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
Today is the 9th Retaking of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:15.
Today is the 10th Retaking of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:43.
There is a Entrance to a ruined dungeon here (press '' or right click to use).
There is an exit to the worldmap 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...
Ran for 3 turns (stop reason: interesting terrain).
Saving done.
Today is the 11st Retaking of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Ran for 4 turns (stop reason: interesting terrain).
Lore found: infinite dungeon (ruined dungeon)
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 1 turns (stop reason: learnt lore).
Ran for 3 turns (stop reason: dialog is displayed).
There is no way out of this level here.
Accepted quest 'Infinite Dungeon Challenge (Level 75): Exterminator'! (Press 'j' to see the quest log)
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.

















































































































































